The Heroes of Brindin's Ford (Inactive)

Game Master loimprevisto

When the will defies fear, when duty throws the gauntlet down to fate, when honor scorns to compromise with death - that is heroism.


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Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

"Hold fast old man make another move and a blade will be through your throat, you have some explaining to do and I have some questions." He pauses a moment to catch his breath. "You are no doubt aware of the rats on the upper floor, so tell me sir why is it that you find yourself in this tower at this time hmm there is no way that the critters could have made it up there unnoticed so none of your cheap excuses will work on me so do tell what is it the one they call Spuim is planning how and were are the guards and who is to blame for ruining my favorite day of the year." Bricker has no intent of actually gutting the man even if he is one of the rats only if he trys to put up resistance would he actually strike and it would no doubt be nonlethal.


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

AoO on WR2 trip attempt 1d20 + 12 - 4 ⇒ (7) + 12 - 4 = 15

"Hit them with silver, other things just don't work. Got another sword here."


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

So much for flanking 5' at a time...

Alviss will go after Eles attacks or goes for the sword.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

after listening to bricker a puzzled look crosses ziz's face
"rats.... upstairs...really? eep."
he casts a glance over his shoulder
"n' outside too? you said there was some kinna' troublesss, yip? whats taking Alviss so long? h' should have been here by now, yesss? this isn't right, this isn't right at all....
im going to check it out upstairs and check on Alviss, see if you can get anything useful out of this guy. if you need help, yelp."

ziz heads back up the stairs to the window he entered through and hops up to the sill so he can climb to the next window.

is it possible to see the fight below from this window? if not id like to do a perception check - ziz heard from bricks that there is trouble, and is concerned


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

I make a play for the silver sword.

Acrobatics check, if needed.
1d20 + 5 ⇒ (14) + 5 = 19


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

Lummel steps back from the giant rat and puts himself behind the smaller one giving Alvis the advantage of a flanking mate. Then he swings again to the big one trying to trip him.

Step 5' to H6
Tripping Maneuver to WR2 1d20 + 12 ⇒ (9) + 12 = 21
Shortening grip to threaten WR1 and to give Alvis flanking bonus


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Alviss senses Eles move behind him and takes a powerful swing at the rat in front of him.

Power Attack
1d20 + 10 - 2 + 2 ⇒ (3) + 10 - 2 + 2 = 13

Damage 1d8 + 4 + 4 ⇒ (6) + 4 + 4 = 14

It feels as if the axe bounces off of the beast's hide. By Torag's hammer!


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Where did everybody go?


The battle drags on with your blows unable to harm the creatures and Lummel's armor barely deflecting their vicious strikes. At the mention of silver there is the briefest of pauses in the battle, then both rats spin to look at where the sword fell and fiercely assault Elesandira when she dashes for it. After the brutal flurry of slashes she stands bloodied but triumphant, brandishing the silvered sword at the wererats.

-----

The old man appears to be terrified and confused. "I don't... what? Rats? What do you mean? I'm the tower keeper- have been my whole life, along with my pa and his father before him... I just ring the bells. I, I, I- I don't know any Squim and I don't know what you mean! Gods! If it's money you want, I have some silver upstairs just please don't hurt me!" He's openly weeping and practically shouting by the end.

Rolls:
WR1 AoO for Elesandira's move: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 4 ⇒ (1) + 4 = 5 --> 0 damage after DR
WR1 Attack on Elesandira: 1d20 + 8 ⇒ (17) + 8 = 251d20 + 1 ⇒ (9) + 1 = 101d6 + 4 ⇒ (5) + 4 = 91d4 + 2 ⇒ (4) + 2 = 6 --> 4 damage after DR
WR2 Attack on Elesandira: 1d20 + 9 ⇒ (19) + 9 = 281d20 + 2 ⇒ (6) + 2 = 81d8 + 5 ⇒ (7) + 5 = 121d6 + 2 ⇒ (1) + 2 = 3
Roll to confirm critical: 1d20 + 9 ⇒ (15) + 9 = 241d8 + 5 ⇒ (1) + 5 = 6 --> 13 damage after DR
WR2 AoO for Elesandira's action of drawing a weapon: 1d20 + 9 ⇒ (18) + 9 = 271d8 + 5 ⇒ (6) + 5 = 11
Roll to confirm critical: 1d20 + 9 ⇒ (3) + 9 = 121d8 + 5 ⇒ (5) + 5 = 10 --> 6 damage after DR
Turvin's bluff check: 1d20 + 6 ⇒ (16) + 6 = 22
CON check 1d20 - 2 ⇒ (7) - 2 = 5
Elesandira takes 23 damage, after DR

Round 4 Map - Street Level
Round 4 Map - Level 2

@Ziz: The fight is clearly visible from the window. You are 30' up and overlooking the street.

EDIT: I accidentally loaded the wrong image for the street level map, it had WR1 not taking the 5' step necessary for it to attack Elesandira. Fixed now, but Lummel will need to fix his post. Sorry!


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

Round 4
Initiative "Block 2"

Lummel takes a steps to bring himself at the right distance from the small rat and goes again at his feet with his weapon trying to trip him,

Step 5' to H7
Normalizing Grip
Trip Attempt 1d20 + 12 ⇒ (19) + 12 = 31

"Down you go little rat!"


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

Eager to thin out the enemy ranks and try out the silver sword, I swing for the fallen wererat.

attack1d20 + 10 ⇒ (20) + 10 = 30
damage1d6 + 7 ⇒ (6) + 7 = 13

crit rolls
attack1d20 + 10 ⇒ (11) + 10 = 21
damage1d6 + 7 ⇒ (5) + 7 = 12

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

Sense motive:1d20 + 12 ⇒ (14) + 12 = 26

Guess I can't crack anything out of him, damn but if he keeps up his complaining our opportunity at a stealthy approach is ruined.""sigh" get up, and hurry downstairs and keep your voice down or I will be sure to remove your vocal chords for you." Bricker helps the man up and sort of push/guides him down the stairs keeping his blade against the back of his neck he leads him down into the room from which the man came to guarantee that none of the mans loud cry's can be heard above. "Now tell me who you are, who you really are, and if you help me perhaps we can work something out in both of our favor."

Diplomacy attempt:1d20 + 5 ⇒ (1) + 5 = 6


Quote:
he leads him down into the room from which the man came to guarantee that none of the mans loud cry's can be heard above.

Note that the quarters on the bottom floor does have holes in the ceiling where 4 large ropes hang down...


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Round Four

Alivss sees Eles exchange a furious flurry of blows with the smaller beast, leaving it a heaving mass on the ground.

He yells to Lummel, "Would ye have another a those swords, lad?"

Takes 5' step to I5 to face the big wererat.

"If we let ye live, I may ride ye like a horse, beastie."

Power Attack

1d20 + 10 - 2 + 2 ⇒ (6) + 10 - 2 + 2 = 16

Damage 1d8 + 4 + 4 ⇒ (6) + 4 + 4 = 14

Alviss swings his his axe mightily once again, hoping to at least distract the wererat so that Eles can strike again with her silvered sword.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Oops. Didn't have him flanked this time. My attack roll was 14, not 16.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

"eep, trouble yip yip yip!"
enters initiative
1d20 + 10 ⇒ (4) + 10 = 14


Jump on in! That places you in the current initiative block.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

excellent! as far as i can tell that would put m in front of alviss and one of the rats, correct?

for a moment ziz considers hollering out, or running to get bricker, but he decides against it. the situation doesnt seem out of control, and learning more about the tower seems too important to abandon.

"rats in a barrel, yessss"
sitting on sill
move action: draw wand of magic missile
standard action: take a shot at the big rat that is standing
1d4 + 1 ⇒ (4) + 1 = 5


Elesandira's blow impales the tripped wererat. A shudder runs through its body and it goes limp, soon transforming into the body of a burly-looking teenager. The display seems to have terrified the remaining wererat. The enormous creature shies away silver blade coated in the bright red blood of his friend and bolts away from you.

Withdraw action targeting Elesandira, AoOs from Alviss and Lummel. Ziz may continue to target it with magic missiles while it flees, it will be out of range after 2 rounds unless he pursues it.

(if you do not stop it)The creature flees to the South, using its great bulk to shove its way through the crowd. A short time later its form ripples and it is lost in the motion of the agitated crowd.

Will save (DC10): 1d20 + 1 ⇒ (7) + 1 = 8

-----

You easily lead the man down the stairs, back to his chambers. He seems befuddled by your questions, and his voice starts to rise again at the end of his reply. "What do you mean?! For pity's sake, I'm Turvin. Ask anyone in town, any of the old folk anyway... I don't go out much any more. I've been here for... umm... well, more than sixty years now, and I swear this is the first I've heard of rats or halflings breaking into my home or anything else! What the blazes are you on, son? Pesh? Flayleaf?"


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

Is his speed higher than mine? If his speed is 30' then I can charge him (terrain permitting) or just fly after him (60' movement, good mobility, massive fly skill) and catch up. Will either of those be possible?

I am a hunter and my instinct is to chase down weakened or isolated prey.


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

AoO tripping maneuver 1d20 + 12 ⇒ (1) + 12 = 13


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

Ziz will certainly take his remaining potshots, sending orbs of bright force weaving through the crowd, but he will not pursue.
1d4 + 1 ⇒ (3) + 1 = 4
1d4 + 1 ⇒ (2) + 1 = 3


Its speed is 40. You can attempt to pursue it. Charge attacks will not be possible from the ground (due to the crowd), but airborne charges would work.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

AoO
Power Attack 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21

Damage 1d8 + 4 + 4 ⇒ (6) + 4 + 4 = 14

Alviss swings at the giant rat as it turns to run.

He sees the stream of magic missiles flying down from the window and looks up.

"Are ye all right in there?"


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

I give chase, full move, heading to about 10' up in the air.

Hopefully I can hunt down and/or charge next round or the round after.


You'll use one round gaining altitude, like you mentioned. You can charge on the second round; gor now he's too large to get cover from the crowd.


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

Lummel will chase on foot, a giant wererat is not going to wonder around town with him just watching. If Elesandira stops him just for a moment he should be able to get in the fight again.
Meanwhile he blows again the whistle to call other guardsmen.
"Why does it seem they are always in the wrong spot today?"


OK! Each of you, give me three attack rolls and three perception checks. We're out of initiative now, I'll be running this as a more fluid sort of chase.


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

Attack Roll 1d20 + 11 ⇒ (16) + 11 = 27
Attack Roll 1d20 + 11 ⇒ (2) + 11 = 13
Attack Roll 1d20 + 11 ⇒ (10) + 11 = 21

If meaningful my attack will be Trip attempts.
Question: does the +1 of Sweet Edge and the +1 for Attacks with Polearms apply also to trip attempts?

Perception check 1d20 + 3 ⇒ (8) + 3 = 11
Perception check 1d20 + 3 ⇒ (6) + 3 = 9
Perception check 1d20 + 3 ⇒ (1) + 3 = 4


Combat Maneuvers:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

Yes, they both apply.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

To Lummel again if he didn't already take off in pursuit.

"Have another a those shiny swords?"

I won't have to power attack if he gives me one: will use it if not. Attack rolls to follow the sword thing

Perception check 1d20 ⇒ 16
Perception check 1d20 ⇒ 2
Perception check 1d20 ⇒ 1

Look at those rolls!


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

attack1d20 + 10 ⇒ (11) + 10 = 21
damage1d6 + 7 ⇒ (3) + 7 = 10
attack1d20 + 10 ⇒ (11) + 10 = 21
damage1d6 + 7 ⇒ (4) + 7 = 11
attack1d20 + 10 ⇒ (18) + 10 = 28
damage1d6 + 7 ⇒ (6) + 7 = 13

perception1d20 + 15 ⇒ (4) + 15 = 19
perception1d20 + 15 ⇒ (19) + 15 = 34
perception1d20 + 15 ⇒ (19) + 15 = 34


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Actually, the attack with the axe (using power attack) and the attack with the sword are the same: 1d20+8.

The power attack will have a greater damage roll, though the wererat will have it's DR. So, here's the attack, with either weapon:

Attack
1d20 + 8 ⇒ (4) + 8 = 12
1d20 + 8 ⇒ (2) + 8 = 10
1d20 + 8 ⇒ (8) + 8 = 16


The battle ranges from the door of the belltower down Southspur street and through alleyways, alehouses, and warehouses. The creature is wily and uses its shape changing talents to try to lose itself in the crowd, both by changing into a human and by changing into a rat and running between people's legs. Lummel and Alviss both lose track of it several times, notably when it drinks another potion and shrinks to the size of a halfling, but they always find their way back to it by looking for Elesandira and following her. She is on the hunt, and it seems nothing will let her quarry elude her. She guides the other two heroes in setting ambushes and cutting off its escape and the running skirmish turns into a desperate battle for the creature to escape. There are few guardsmen off the main street in this part of town, but two soldiers and a reservist respond to Lummel's whistle and help you to cut off the rat's escape.

Finally, after being dealt a grievous blow with Elesandira's silvered sword, the beast realizes that it is unlikely that it will be able to escape you and changes its tactics. It grabs a young man from the street and holds a knife to his throat. It snarls at Elesandira, "I'm goin' into Southspur and you lot ain't gonna follow me! If I see you in the air in the next ten minutes then this poor bastard will be bleedin' out in a gutter!" The creature is terribly strong and easily manhandles the young man along as it holds him close and backs into an alley. The hostage is probably a tanner's apprentice, by the look of him, and he seems absolutely terrified.

Don't forget the -1 to damage for a silvered weapon. Also, since the short sword is a light weapon, you can only use 1x your strength modifier for damage.


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

I spit angrily on the floor.

It's over, put the boy down.

He's gone human while I was hunting, so have I seen him clearly? Might I find him again?


Apparently realizing that your word is good, the creature nods at you. It takes a few steps back then shoves him in your direction and takes off down the alley.

Oh yes, you certainly got a good look at him. It is entirely possible that you will be able to find him again- especially if he stays in town after the festival ends.

Wererat's knowledge (local) (DC10): 1d20 + 7 ⇒ (4) + 7 = 11


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

"Yes I got another one." and pass the sword to Alvis


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

Alviss accepts the silver sword from Lummel, securing the axe on his back. He balances the sword and shakes his head. Rat poker...

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

Perhaps that rat women lied to us but she didn't seem the sort, and then why would these rats be outside to ambush us... Bricker thinks to himself. "I suppose you are unaware then rats big ones attacked outside and as far as I know are wreaking havoc all of over the bloody city, so if you would please keep your voice down. Well then Turvin if you are watcher of this tower as you proclaim, could you perhaps explain to me the layout of this tower and what in hell those ropes are for." Bricker is stil not convinced this one old codger looks after the whole bell tower or even that he is not with the rats so he trys to get what he can out of him hopefully finding some sort of weakness in him.

Sense motive 1d20 + 12 ⇒ (18) + 12 = 30
Diplmacy: 1d20 + 6 ⇒ (19) + 6 = 25

Rolled sense motive above as well so if he found anything out from that either let me know.


Rats? I keep telling you I don't know anything- I haven't been outside all day! Those ropes are for ringing the bells- what else would they be for? Let me see your eyes- I know the eyes of a Pesh user when I see them! And damn'd if I'm going to tell you all about my home so you can come back with a gang of you little friends and rob me blind!"

You've caught his eyes flicking toward the door and toward your sword, he may be considering fleeing. He's definitely being evasive and trying to put you on the defensive, but you're not sure if it's because an armed stranger has attacked him in his home or if he's covering for the rats.


So, Alviss, Lummel, and Elesandira have chased one of the wererat to Southspur where it only managed to escape by grabbing a hostage and extracting a promise from Elesandira that he wouldn't be followed. The chase took several minutes, and if you head directly back to the belltower then we'll say it's been about 10 minutes total. Elesandira and Alviss both wield silvered shortswords now.

Bricker is having a difficult time with the interrogation of an old man who has identified himself as 'Turvin', the keeper of the belltower. Ziz is keeping watch over the street from the tower's first window; a small crowd of bystanders is looking at the dead body surrounded by a spreading pool of blood and muttering worriedly. The tower is situated at a busy intersection, a guard patrol will probably come upon the scene soon.

I know a lot of people don't post over the weekend so I'm not particularly concerned about things slowing down... does anyone need further descriptions or clarifications from me before you continue?

@Ziz: Please mark off spell slots and charges on the wand as you use them. I believe that you are at 46/50 on the wand and have cast silent image, mage armor, hideous laughter, and spider climb. The easiest way to track these is to put a blurb at the top of your character sheet called 'current effects/daily uses'.


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

"Let's get back to the tower and see what the wee ones are up to, eh?"

He returns to the tower after making sure that the boy is all right and inspects the body of the wererat killed by Elesandira.

Knowing that Lummel will arrange for its disposition,he walks into the open doorway of the tower, sword in hand. He looks about, not calling out yet.


@Alviss: I'm going to give Ziz and Bricker a chance to have things happen while you're away, but if nothing happens in their posts to contradict/change it, this is what you find.
The corpse is that of a large man in his 30s with a square jaw, bristly mustache, and unkempt brownish-blonde hair. It has a few scars and scrapes, but it obviously died from Elesandira's blow to its chest. There is a coin pouch on its belt, as well as a light crossbow.
Traffic on the street is giving the front of the belltower a wide berth. There are two guardsmen in the area speaking with people in the crowd, who often point up at the kobold sitting in the tower's window after miming an array of interesting gestures.

Alviss - untrained appraise check (DC20): 1d20 + 1 ⇒ (2) + 1 = 3


HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

That's fine. I'm about to head home from work sick and may not post the rest of the day, so I wanted to get something in for him.

Man, even the GM rolls for me are bad! :-)


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

ill update my used spells. i believe that was the first time i had actually used the wand; at one point i drew it then just dropped it. previous shots were with acid splash. the spells used are correct

ziz goes concentrates on casting the last few magic missiles he can as the big rat flees then looks down to answer alviss, but stops short as he sees the tail end of the dwarf disappear in to the crowd in pursuit.
he shakes his head "madness....(sigh) time to look in on bricks.
i suppose."

he heads down to find bricker.
"learn anything new? there was some trouble with more rats outside, but the others seem to have handled it well.
no?....perhaps we should try a different approach. yip. see if he knows what else is in this building - is there an exit to the sewers?"

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

"I doubt he will answer that Ziz having a rogue break into your house and bash you over the head can be a bit strenuous." Bricker calls back to Ziz as he round the corner into the room he than turns back to the elder. "And no Turvin this ain't be another of me friends come to "rob you blind" My name be Bricker Longfellow no doubt of some renown, and if you haven't heard of me than you need to get out more. Oh, and this be Zizzafalithax also of some renown in our little city here, since you clearly spend all your time cooped up in this little tower of yours and not outside enjoying the great festiv...or what was the great festival till the ratfolk arrived...." Bricker shakes his head realizing he is going no more and the man will just make up some more excuses. "I'm fed up with this Turvin, rats reside in this tower and you are no doubt aware of this, tell me everything you know I'm turning you over to the guard, resist and sword goes through your throat. Oh, and don't worry I have plenty of "evidence"."

Intimidate:1d20 + 5 ⇒ (10) + 5 = 15
Bluff:1d20 + 8 ⇒ (18) + 8 = 26


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

Aving returned to the Belltower Lummel will wait close to the body, keeping people apart, waiting for a patrol to come and take care of things. He doesn't know Ziz and Bricker are inside.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

"fair enough bricks, im gonna poke around to see what we can see."
ziz will search the ground floor thoroughly.
perception: 1d20 + 10 ⇒ (14) + 10 = 24


"Aye! I've heard of ye'. Thought you'd be taller; and it's a damn shame to see what a pesh habit can do to someone that everyone thought so highly of. You want ta' call the guard?! I'm sure they'd take fine to a little troublemaker breaking in, attacking me, and holding a sword to my throat! Look, I 'ave some silver upstairs- it won't buy you much of a fix, but I had a cousin who lost a shipment of tanned hides to those bandits and I guess it's the least I can do..."

"Hey! Lizar-" The man seems to reconsider his words, "...you there, little dragon, get out of that! Those're just my clothes- careful with that! That belonged to my mum!"

@Ziz: With the exception of the four thick ropes that spill down from holes in the ceiling and coil on the floor, there is nothing unusual or out of the ordinary on the ground floor. As best you can tell it is the musty, poorly-lit home of this elderly human, cluttered with dusty brick-a-brac acquired over a long life. His den, if you will.

@Lummel/Alviss: There is a small patrol here, a reservist and one of the garrison's full-time guardsmen. They offer a salute and ask if you know what's going on. Apparently the stories they've gathered from the witnesses are difficult to piece into a coherent whole.

@Bricker/all: When making diplomacy checks, don't forget the bonus trait I gave you! +2 to all knowledge (local) and Diplomacy checks while in town. It doesn't make a difference when you roll a 1, but it's worth remembering.

Turvin's Knowledge (local) (DC10): 1d20 + 10 ⇒ (8) + 10 = 181d20 + 10 ⇒ (10) + 10 = 20
Bricker's intimidate (DC14), -4 penalty for size = 11 failure (<5)

Grand Lodge

(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

Curse me smallness and bad rolls :(

"It old ye I'm no pesh addict you....Ziz find Lummel and get him in here and the others, he's in the guard and perhaps he can talk some sense into him." Bricker calls to Ziz he does not put down his blade.

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