The Legend of the Silver Scale

Game Master GM Netherfire

MOP


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Dungeon Master

no peeking:

1d20 ⇒ 18
1d20 ⇒ 19
1d20 ⇒ 9
1d20 ⇒ 10

The short beggar opens a hungry grin, and the hard features on his face soften. “Aye, dinner I can et. Russelin’ up the bad ends ‘nt be three shakes.” Without wasting another second, Michael moves quickly down the alleyway, and turns at an intersection.
Henry can tell Michael where to meet, or simply follow him.

Meanwhile, back at the library...

“I don’t like the way you talk to me...” sneers the accuser, sizing up the shrouded figure. “...but I can forgive. I’m a patient guy.” He adds, raising a hard look to the half-orc.

“No sense in causing panic in the streets. You just watch yourself, tusker. With your brothers putting Vyren’s cities and farms to the torch, you won’t last long in these walls…” He sneers again and turns to leave. When he passes the door to The Book Nook, a person with the hood of their cloak drawn up follows directly behind him, and both vanish into an alleyway a moment later.

Slowly, the lookers on continue about their business, and the elderly proprietor of The Book Nook waddles up to the inside of the broken glass window. Adjusting his bifocals, he peers up at the half-orc and the shrouded half-elf beside him. “What was all that about?” he squeaks furiously, “You best be ready to pay for a new window!”

Sense Motive DC 10:

“I’m a patient guy.”

It seems that the one with the club intends to find Quick later in the day.

Alright, good going on the de-escalation!


Male Human Fighter 3rd

"Meet me out behind the Golden Growler at sundown!" Henry Southgard calls after the beggar.

The mercenary walks out of the alley at a brisk pace, takes a moment to catch his bearings, and then sets out for the city gates.

Diplomacy: 1d20 ⇒ 16 Gather information check to find someone willing to part with livestock. Goats and pigs are preferred, but Henry will settle for an old nag if he has to.

Sorry this is late. I couldn't think of anything Henry has left to do in town, except for that victory feast. I didn't want to skip directly to that because the other party members are occupied, but then I hit upon the idea of having Henry cook the meal instead of buying it.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Quick looks at the aging book man incredulously. "Pay for your window? The window I broke saving my life from brigands who would have likely gutted me in your shop showering your precious books in blood and viscera? Pay for the window I broke in my escape from a bookstore maintained by a man so cowardly he can't even manage a thin "go away" to a band of ruffians bent on accosting a customer? Pay for the window more precious to a beady-eyed, bent backed weasel than the life of an innocent man? Is that the window we are talking about? How much would such a window cost?"

Diplomacy to dissuade from this course of action: 1d20 + 3 ⇒ (11) + 3 = 14

I shoulda used intimidate...


As the man walked away Tulden stood down and relaxed. Tulden was just about to ask Quick what that necklace business was all about when the angry store owner started shouted at him.

"This orc-man has a knack to get on the bad side of people."


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Quick flashes a withering glare at Tulden. "It's an off day." He growls.


Dungeon Master

Henry moves through the refugees camps, with little luck at first, many families unwilling to part with their only livestock that survived the flight from Port Elam. Eventually he finds a man who seems to regret his trade of his newly honed wood axe for a less-than cooperative sow. He sets the firm price of three gold coins to rid himself of the surly pig.
If the price and beast are acceptable, roll Profession (cook) to determine how long the feast take to prepare, and how well it turns out. If the pig is unacceptable, roll another Diplomacy to keep looking.

-------------------------

Furious little eyes widen at the young half-orc. “Don’t you straw-man me, vandal!” he snaps in a shrill voice, “I know the laws of this town in thorough detail, and I will take you to the court if we cannot settle this now. Fifteen in gold for the glass alone, plus two more for installation.” He peers up at the sky, and when Tulden speaks, he nods in agreement before turning an exasperated look to Quick.
“And you best hope the humidity does not damage my books in the time it takes to arrange for a glassmaker… that would be a costly expense indeed…” He adjusts his bifocals again, and then holds out an open palm expectantly. “Seventeen in gold, quickly, before my frail wife catches cold from the draft.”

Some of the people passing by make a wide berth around the debacle, a few folk can't help a small, quiet smile at the little man's outrage.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Quick's chuckle dies in his throat as he realizes the shop keeper is serious. "Listen, I know today was inconvenient, but two men just tried to beat and rob me if not kill me outright. I am sorry it was in your shop and I will help you cover the window for the sake of the books, but I cannot afford such a price. I will happily board it up for you myself."

"I suspect the persons truly responsible for the damages are the thugs that threatened me in the first place. I expect they will come for me again. I will catch them and give your grievance to the constable. Agreed?"


Male Human Fighter 3rd

Henry Southgard passes on the sow and searches for a better meal...

Diplomacy: 1d20 ⇒ 1

Five minutes and one particularly shrewish housewife later, he hastily returns to the man and buys the pig. Fifteen minutes and a bundle of firewood later, and he's back at the Golden Growler, knocking on the back door until the proprietor answers.

"I've got some friends I've promised to feed. Mind if I rent your kitchen for the evening?"

Diplomacy: 1d20 ⇒ 16


Dungeon Master

Henry finds that the brewpub inn is much bigger than it appears from the street entrance. The wide alley is narrowed somewhat by stacks of barrels and crates stored by the inn and the neighboring businesses. The back door to the Golden Growler remains unanswered for nearly five or ten minutes, and the smell of hops pours out when the innkeeper finally opens it.

The proprietor of the Golden Growler frowns at the unusual request, though he does not send Henry away immediately. “I don’t think so, evenings are when we make the most money…” he scratches his chin in thought. “I remember you from before, and you seem to be one who keeps his word. I respect that.” A muffled question from the kitchen makes the barman duck his head back into the back door and growl a terse response. His face returns frowning, still considering the mercenary’s offer. “The evening crowd won’t get here for two, maybe three more hours. And I’m not vacating my kitchen just for you, my girls will just have to work around whatever you’re doing.” The innkeeper eyes the pig. “If you can finish cooking before business picks up tonight, then yeah, you can rent the kitchen.”

He offers a hand to shake. “We can talk about a price after you’re done, depending if you use any of my spices or garnishes, damage my pots or pans, or dull my knives.”

Tell you what, Quirel. The entries of company cook that arose in Discussion grant you a circumstantial +2 to your Profession (cook) roll for this evening, and Henry can make that roll as though trained. Let me know if there’s anything else you want to do before cooking, otherwise I’m happy to cut to the feast.

-------------------------

The little bald man blinks up at the Quick incredulously. “Those ruffians laid not a hand on you, much less grab and forcibly toss you through my window. I watched you charge the glass. You are responsible for your actions!” He shakes his head and lets his open hand drop when Quick says he cannot pay for the window. “Boarding the window is a good start, but it won’t be enough. You and your peacemaking friend here will need to make up the difference some other way before I have you jailed. Unless you carry half a dozen rare or first edition books with you?” He looks up and down the half-orc and half-elf skeptically.

“For now, I have lumber, nails, and a hammer downstairs,” he squeaks, pointing to the staircase in the back corner of the library. “Get to work, and we can talk about the remaining restitution after.”

Assuming that the two know each other from earlier, he waits for them to get started on boarding up the window.

It may be a moot point now, but I thought Quick had 100gp from Moss at the beginning of this adventure? His original intent was for Henry, Quick, Gorim, and Gwath to receive 200gp each, and you guys found as much in his pack after he died. Unless Quick gave it all to Froggy or the beggars in the alley, he should have between 100-200gp more than what is on his profile, in addition to the gold and silver given to you by Zaal Vsok.

And, presuming you cooperate with the old librarian, roll Sense Motive and Knowledge (local) if you cannot think of alternative forms of repayment.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Henry has all the money, I thought. He was holding it all. I could just go get it I suppose...

Quick scoffs. "I can't help you put two and two together old man. Breaking your window was a better choice than breaking a few heads and you know it. I'll bet you'd be singing a different tune if it weren't your window shattered."

"Still, here we are I suppose. I can board the window and give you what money I have on me, or I can return to a friend of mine and give you 10 gold pieces. Your choice."


Surprised at the storekeeper's attempt to gang press Tulden out of some labor, Tulden interceeds, "You would like me to pay for for your broken window? I would like to say that I prevented what could have very well been a murder outside your store. I don't think that a murder could have been good for your business. There must be a more affordable way for this here orc-man (Sorry, I still do not know your name. Tulden quickly says to Quick)."
Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26

I don't quite know if diplomacy will help, but I rolled it anyways


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Quick looks up sharply when Tulden offers to pay. "You don't have to do that. I am Quick, and I am handling it. You don't even know me? Why help me?"


Male Human Fighter 3rd

We last divided loot back at the Temple. I believe that Quick's share amounted to 344gp 3sp 1cp

"Butcher and cook a pig in three hours? It's doable." Henry Southgard muses. "But I hate to work on favors. I'll pay you ten gold pieces for the kitchen, and I'll sharpen or repair any knives I damage. Furthermore, for a pig of this size, I expect to use three pounds of salt, a pound of garlic, and two pounds of cloves, if you have them. I believe that would cost twenty four gold pieces, two silver pieces in this market. Is that acceptable?"

If it is:
Profession: Cook: 1d20 + 1 + 3 + 2 ⇒ (8) + 1 + 3 + 2 = 14


"Actually I am not going to pay as I may have use of my monies later. Just questioning why this man thinks I should have to pay. And I am helping because I didn't see anyone else try to."


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

"Well, I thank you for your assistance." Turning back to the shopkeeper. "He would not pay you a bent penny even were he associated with me. You know prosecuting me is a dubious proposition at best and will likely cost you more in fees than the damn window is worth. Now choose: Boarded window and the money on my person, or 10 gold in one hour's time? Take one or the other."

Diplomacy: 1d20 + 3 ⇒ (16) + 3 = 19


Dungeon Master

Looks like the paizo golem ate my post. Let’s try this again…

Something about Tulden’s words jar the old man from some of his anger. He nods begrudgingly, “A murder would not have been good…” He seems preoccupied with his own thoughts during the exchange between Quick and Tulden.

However, some of the fire returns to his eyes when Quick brings up legal fees. “Aye, you’re right that there isn’t much I can afford. Did I charge you to come peruse my books? I’ll take your ten in gold, but I need some sort of guarantee you’ll come back with it. Something worth more than what you owe me in case you decide to skip town. Your non-friend here can bear witness that I promise to return the collateral when you get back.”
Ten gold pieces might not seem like much to you guys, but remember that a commoner makes 1-3 silver pieces as a day’s wages.

Also, if Quick does go looking for Henry, he will need to roll Diplomacy and Perception to track him down. Might be easier for him to suddenly "remember" how much money he actually has on his person :P

-------------------------

“Quite acceptable,” the innkeeper smiles at Henry’s professionalism. “We certainly have those things in stock.” He turns back into the inn, passing a barrel-filled room used for brewing the Golden Growler’s signature ale. Beyond that, begins the kitchen. The mercenary hears the barman order his cooks and servers to stay out of Henry’s way for the time being.

As the soldier begins the process of butchering the beast, he finds the staff amiable and even helpful in pointing out tools and implements he needs for his tasks. A few times they even lend a hand when Henry needs the help.

The end of the third hour nears, and the dining hall sounds as like it is filling up. Henry encounters a few minor setbacks in the cooking, but now he is certain the pork is safe to eat and quite delicious. Just in time too, as kitchen staff are doing their best to work around the company cook with a large number of orders. The innkeeper turns a few anxious looks to him.

In the alley, Henry finds the little beggar and his taller, club-chewing friend waiting along with two others the butcher recognizes from his first encounter with Redstone’s vagrants. The sun is nearing the western horizon.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Fair enough. But I'm going to make Quick look like a fool for my error. Be brutal.

Quick scoffs. "I suppose you would need collateral. Why trust a green skin, right? I understand."

Sneering, Quick reaches into his bag for the dragon figurine, but his hand bumps his purse eliciting a loud jingle of many coins. The young mage frowns and draws out the purse. A embarrassed grin spreads a wall of white over his flushed face. "I didn't realize Henry gave me my wages...Here's 15."

Quick presses 15 gold sovereigns into the man's palm. "Now, that is settled?"


Male Human Fighter 3rd

Henry Southgard steps back into the inn and returns with two pitchers of the most flavorful ale the innkeeper had on tap, which coincidentally also happens to be only moderately alcoholic

"G'evenin'," Henry says to them, raising a toast to the setting sun. "A thought t'the successful hunt."

He relates the story of the hunt for the Drow, starting with the journey through the Sergentlich Forest and on through the trek to Redstone. The tale meanders a bit, quickening and relaxing in tempo as the pitchers run down.

"So then, wha' we 'ear th'Captain yell is, we 'ear 'im 'ollar "We’ve got her! After I… kill this… huge spider!" An' then... hold on, goin'te git more."

This time, Henry brings a bottle of whiskey and passes it around as he finishes the tale, omitting any mention of Zaal Vosk's ghost.

"Tha's all there is to it," he says. "Th' book is dead, we go' th' trinket she dug, an' we ken return it soon as Port Elam is open fer business. We leave on the 'morrow. Goin' ta wait out th' war 'round King's Lake, mayhaps even hole up in Thaleniel."

"Cor, th' kid is talking 'bout "Returning the holy whatsit to its rightful place," but tha' ain't about to happen."

Bluff: 1d20 ⇒ 13 Henry has no plans to stay around King's Lake or go to Thaleniel, but he'd like the vagrants to think he does.

"But here's to you gents. It couldn't have happened without ya."

I am assuming that Henry Southgard paid 5 silver pieces for the drinks


Dungeon Master

The little librarian fumes, and the fifteen gold pieces tinkle when his tiny hand closes into a shaking fist. “Why trust a green skin indeed!”

He angrily turns away from the two, trundling to stairs in the back corner of The Book Nook, presumably to fetch the lumber to board up the broken window.
For now, it seems that your characters are free to do what they want…

-------------------------

Those expenses sound right, Henry. Thanks.

The four dig into the feast with abandon, only slowing when Henry’s story gets really interesting. Many times, they thank Henry for the food and praise its deliciousness. The narrow alley becomes loud with laughter, burps, and boisterous conversation as the full stomachs seem to awaken more lively aspects of these downtrodden folk.

Near the end, the four homeless recline against the walls and crates, hands on round bellies and smiles on their faces. Even after their desperate hunger, there is still some pork left. They stir from the thought of slumber when Henry toasts to their aid.

“Naw, thankss on yer,” slurs John Clubchewer, his back against a barrel. A wavering finger hangs in Henry’s general direction. “Hain’t ‘d a fillerup fer… wot, a year? Aye. Yer a right proper saint, ye...”

The homeless man trails off when a handful of newcomers step in from both sides of the alley. Like the four of Henry’s dinner companions, grime smudges their faces, arms, and legs. However, they seem to be wearing more than simple rags: jerkins and bracers of leather studded with bits of metal and heavy maces hang from their hands. The five newcomers wear no insignia to suggest they are members of the guard. The tone of the four relaxed beggars heightens to fear.

One of the five steps forward, a stocky dwarf, smiling as he chews on something. “‘Evening Mikey, Johnny,” one of the five drawls, his gaze looking over each of the beggars before pausing on Henry. He nods in acknowledgement, as one notices a dog. “Friendo.”

The dwarf smiles back again at the four. “Care to explain to your new friend how this works?”

“He din’t give us no grease, Nik. Jus’ supper ‘s all,” replies Michael, too nervous to get to his feet.

The Nik’s brown, thickly braided moustache hangs a full foot from his otherwise bare chin. He idly tugs on one end of it, wearing a face of bored skepticism in regards to Michael’s answer. A greedy look turns to Henry.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Quick turns to Tulden. "Tulden was it? Well thanks. Sorry we had to meet that way. You seem like a good man. Sorry again. I tend to get a little hot under the collar."

Quick shrugs as if that's all that ever need be said on the subject. "I'm headed to meet up with a friend for food. We've got a room for the night and wouldn't say no to splitting it three ways instead of two."


Male Human Fighter 3rd

This will be interesting. Henry Southgard habitually keeps his crossbow on his person at all times, but that doesn't mean it's ready for action. The rest of his equipment is either in a corner of the kitchen or under whatever he's using as a seat. Let's see here...

1d2 ⇒ 1

Yeah, the Falchion is within easy reach, should combat break out.

Henry Southgard takes a long moment to reply, sizing each of the rogues up first. He locks eyes with Nik until the Dwarf is about to speak again, when Henry beats him to the punch.

"Wyróżnienie panie, jak mam rozwiązać masz?"

Dwarven:
"Honorable sir, how may I address you?


To Quick "Food and cheap board? Count me in on that."

After a pause "You do not seem like a resident of this town. What has brought you here?"


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Quick gives a short burst of a laugh. "That is a long story friend. And one I plan to tell tonight."

Looking for Henry. If it gets too hard, I just go back to the room.


Dungeon Master

One of the well-armed fellows exchanges a glance with Nik and grins when Henry addresses him as “honorable”. The dwarf frowns suspiciously at the question before answering in his fathertongue. “Tuż Nik, jest w porządku…” he trails off, and begins again in the common language as a chewing smile retakes his face. “The lads and I heard a sort of celebration, and were coming to see what’s what. An’ what it seems is an honorable rich man,” he nods respectfully to Henry, “sharing dinner with our friends here.” He exaggerates a disappointed expression and turns to John, whose beer-induced happiness seems evaporated completely. “Why weren’t we invited?”

John glares at Nik but takes a moment to answer. “We’re not frrriends…” The taller beggar rises on wobbly, drunken feet. A moment ago, his hands were empty before he got up, but now in one, hangs a wooden chair leg with teeth marks. “Yooo’re not gon’ steal from us innymoar…”

initiatives:

number of drunk beggars: 1d4 ⇒ 4 oh geez…
John 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2
Michael 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3
Beggar 1 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
Beggar 2 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2
avg: 5.5

Nik 1d20 + 2 ⇒ (13) + 2 = 15
Thug 1 1d20 + 2 ⇒ (7) + 2 = 9
Thug 2 1d20 + 2 ⇒ (2) + 2 = 4
Thug 3 1d20 + 2 ⇒ (5) + 2 = 7
Thug 4 1d20 + 2 ⇒ (6) + 2 = 8
avg: 8.6


I need Henry to roll Initiative. If he can roll 9 or higher, he can act first. If he rolls 8 exactly, then he gets to act after the men-at-arms but before the beggars. I’ll tell you now that the Difficulty Class for keeping this interaction civil with social skills is going to be high (DC 20).

if Henry is too slow to react:

Nik drops his smile, his cold eyes darting from John to his armed men behind the emboldened beggar. A nod from him sets them in motion, and one of them steps up and wallops John in the back.
Mace 1d20 + 4 ⇒ (13) + 4 = 17 for 1d8 + 3 ⇒ (8) + 3 = 11
The meaty thud makes John gasps and clenches his chest with one hand. “Me ‘art!” he wheezes with bulging eyes.

The rest of the men-at-arms hold out their bludgeons as a warning against the others who might try any other foolishness. Readied actions. But the beggar next to Michael ignores the gesture and tries to help John by reaching up from where he is seated to yank the offending mace from the thug’s hand.
Drunken Seated Disarm 1d20 - 2 - 2 ⇒ (20) - 2 - 2 = 16 HA!
AoO Mace 1d20 + 4 ⇒ (6) + 4 = 10 for 1d8 + 3 ⇒ (4) + 3 = 7
“Whu -HEY!” Nik’s man tries to strike the aiding beggar, but the mace head is already gripped tightly by thin, grimy fingers. He wags the handle before it is wrenched from his grasp.

Readied mace attack 1d20 + 4 ⇒ (17) + 4 = 21 for 1d8 + 3 ⇒ (5) + 3 = 8
However, another armored man punishes the beggar for disarming his comrade, and the beggar yelps in pain.

Gritting his teeth, John whirls around haphazardly with his club raised for the man who struck him.
Drunken Club *BOONTZ BOONTZ BOONTZ* 1d20 + 1 - 2 ⇒ (10) + 1 - 2 = 9 for 1d6 + 1 ⇒ (5) + 1 = 6

Michael and the one next to him cower when Nik and the other blaggard stand over them with maces ready to drop onto their heads. The fifth of Nik's men seems to be hanging back, watching the intersection of alleyways.

“Enough!” barks Nik. “Drop your weapons, scum!” he commands John and his upstart companion. “And you, rich man! Do your new friends a favor. Leave your gold and get out of here!”

-------------------

Quick will need to make Perception or Diplomacy checks to find Henry. When he last saw the mercenary, he was on his way to the blacksmith with Gorim and Gwath.

If Tulden didn't already know, he could easily learn that it is a bit difficult to find a room to rent within Redstone Keep, due to the refugees camped just outside its walls.

Remember, your characters don't know what's going on with Henry, so be careful not to metagame. Aside from that, let me know what else you guys might like to do in town.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Diplomacy: 1d20 + 3 ⇒ (20) + 3 = 23
Perception: 1d20 + 5 ⇒ (17) + 5 = 22

"Henry's his name. He should be at the smithy. Come on."

Quick walks off down the road asking a kindly looking street vendor where the smithy is. Upon arriving, Quick asks the smith where he went, giving Henry's name and description, Gwath and Gorim's too.


Male Human Fighter 3rd

Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Had to read up on combat and initiative. =P
Lets see what all Henry Southgard has immediately available. If it's a 1, he has it on his person.
Crossbow: 1d2 ⇒ 2
Crossbow Bolts: 1d2 ⇒ 2
Alchemist Fire: 1d2 ⇒ 1
Tanglefoot Bag: 1d2 ⇒ 2
Oh Hell. Serves me right for roleplaying.

Henry Southgard draws his falchion and rises as well. Granted, he's not as drunk and is in better condition than the club-chewer, but it's with an unsteady gait that he rises and advances on Nik.

Diplomacy: 1d20 ⇒ 2

"Hold on now, we don't have to..." Henry realizes that the beggars aren't listening and are going to start a fight, and changes tracks.

Bluff: 1d20 ⇒ 9

"It's my money you're after, eh?" he roars as he pulls a fist-sized wad of canvas and leather scraps from his pocket. He brandishes it, and in the twilight the wad vaguely resembles a money pouch. "Go get it!"

The mercenary throws the wad high over Nik's head and into the street beyond the alley.


Dungeon Master

Diversion toss 1d20 + 5 ⇒ (13) + 5 = 18

Nik makes a short hop as his dwarf arms strain up to catch the tossed coin.
Sense Motive 1d20 ⇒ 10
Thrown just short of the intersection behind the dwarf, the bag fails to make a jingling sound when it lands on the cobblestone. Nik squints at the oddity and angles his head at the mercenary.

"Nice try!" he sneers, and orders his man beside him. "Move him..." indicating the cowering beggar next to Michael.

CMB 1d20 + 4 ⇒ (20) + 4 = 24
The thug takes hold of the beggar's hair and drags him away a bit too enthusiastically, and Nik steps up face to face with Henry. Sizing up the falchion in the mercenary's hands, he drawls, "I got the numbers and the muscle. Stand down and let's see that gold before you make a mistake."

The maceless thug takes step back and gestures that their watchman give over his weapon, and he obliges. The other thug raises his bludgeon as a warning to John and the beggar armed with a mace. Readied action.

"Just do what he says!" squeaks Michael to Henry, which only serves to widen Nik's grin.

Readied attack 1d20 + 4 ⇒ (2) + 4 = 6 for 1d8 + 3 ⇒ (8) + 3 = 11
Drunken Club 1d20 + 1 - 2 ⇒ (2) + 1 - 2 = 1 for 1d6 + 1 ⇒ (6) + 1 = 7
John's blood is up and ignores the warning with a wild swing with his chair leg, intercepted by the ruffian's mace. Arms are entangled for a moment, but for all their efforts, neither of them are hurt. The other upstart beggar rises with the stolen mace to press the attack.
Drunken Mace 1d20 - 2 ⇒ (8) - 2 = 6 for 1d8 ⇒ 1
But instead, the drunken beggar makes his own contribution to the comedy of errors as the mace head whiffs the air.

Henry is up!

-----------------------

Quick, along with Tulden, find the blacksmith where Henry sold a bundle of arms and armor. By the account of one of the apprentices, the dwarf and half-orc seen with the man parted ways in front of the shop. The apprentice had no idea where they went next, save for Henry, who was seen marching toward the walls.
There's time to buy things while at the smithy too, if you need to.

The two chase a few dead ends for some time. Just as Quick has a mind to give up, luck favors the half-orc, and a young woman in an apron says she knows a man matching Henry's description. Completing her purchase of herbs and spices, she informs the two that she saw him cooking in the kitchen of The Golden Growler, where she serves drinks.

The serving girl asks if they want to accompany her back to the brewpub, which is a few block away.
If you two do follow her, go ahead and roll Perception along with anything else you might want to do.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Nothing at Smithy for now.

Quick thanks the smith and wanders the city until frustration nips behind his eyes. When a beautiful woman appears to hold the answer to his search. Quick can't believe his luck. He follows the woman eagerly.

Perception: 1d20 + 5 ⇒ (10) + 5 = 15


Male Human Fighter 3rd

"Worth a shot," Henry Southgard thinks.

"Minor correction: We're about even in numbers, and your muscle is a pack of street hooligans. Meanwhile, you've just stepped up to a heavily armed mercenary who's wanted to take out six months of frustration on a certain dwarf that looks rather like you."

Intimidate: 1d20 ⇒ 2 Darn.

Henry lunges at the Dwarf, swinging the Falchion at the rogue's throat.

Attack: 1d20 + 2 + 1 - 2 ⇒ (6) + 2 + 1 - 2 = 7 Oh, this is going to be one of those fights. Five rounds until anybody hits anything, unless they die of shame. =P
Damage: 2d4 + 1 - 2 ⇒ (1, 3) + 1 - 2 = 3

And in his defense, Nik is shorter than he looks and is standing in two places to boot.


Knowledge:Local: 1d20 + 0 ⇒ (11) + 0 = 11

Without a word Tulden follows the half-orc Quick without a word, focusing mostly on what he has seen from the town.


Dungeon Master

Nik sneers at the errant swing, and brings up his heavy bludgeon.
Mace 1d20 + 4 ⇒ (10) + 4 = 14 for 1d8 + 3 ⇒ (3) + 3 = 6
But the dwarf thug is used to beating on unarmored combatants, and the steel mace head clangs against Henry's breastplate.

"Tober! Help me teach this drunkard a lesson!" he growls.

The man who was disarmed reenters the scuffle with a borrowed weapon as an accomplice swings at John.
Mace 1d20 + 4 ⇒ (12) + 4 = 16 for 1d8 + 3 ⇒ (3) + 3 = 6
John gets clobbered across the jaw. His eyes roll back, and he slumps against the brick wall before flopping to the ground, out cold. Tober steps over unconscious John with an upheld mace. His eyes are set on Henry.

The well-armed beggar continues the melee against a street hooligan.
Mace 1d20 + 4 ⇒ (16) + 4 = 20 for 1d8 + 3 ⇒ (8) + 3 = 11
He groans when the mace hits him square in the chest, but the thug seems to still have plenty of fight left.

Michael yelps as he crawls away on his hands and feet when Nik and Tober close in on his benefactor.
1d20 + 8 ⇒ (11) + 8 = 19

Perception DC 19:

The sharp-eyed notice the smaller beggar discreetly produce a crude, but very sharp point of metal from his sleeve.

CMB 1d20 ⇒ 5
The beggar dragged away tries to escape the thug's grip, but to no avail.

Henry is up! Moving through the pig square is difficult terrain if you want to save the leftovers. If Henry doesn’t mind stepping in the food, then it can be treated as a normal square. Michael is currently flanking with Henry.
--------------

Quick and Tulden follow the serving girl to the Golden Growler. As they pass an alley, Quick’s ear catches a loud clang like metal on metal, and rough shouts and grunts coming from the corridor. Glancing down it, he sees nothing but a rough looking man staring nonchalantly back, towards the road. He seems to be loitering at an intersection of alleys between the single and double-storey buildings. By the sounds, it could be some sort of scuffle, or a team of laborers working together under heavy weight, around the rear corner of one of the buildings. If Tulden can make a Perception check DC 12, he will hear the same sounds. If he rolls much higher, he might get more details.

“Here we are,” says the serving girl with a smile. She pushes the door open and gestures that the two can enter first. The dining hall is nearly full, as is to be expected of taverns in the evening. The air is loud and warm and smells of beer, cooking meat, and bread. Most in the crowd spare a glance at the half-orc and the shrouded man, but otherwise pay them little heed. “When I left, he was still working the kitchen, roasting a pig!” says the barmaid.
You guys are standing at the entrance of the Golden Growler, but you don’t have to go in.

Tulden:

While Quick was asking around, the half-elf's ears caught a few details along the way. Redstone Keep looks like the kind of town used to the strong military presence here, since it stables most of the king's cavalry and uses the surrounding fields as training grounds. The civilians within seem a little impatient with the droves of refugees from Port Elam, for the streets are fuller than normal and none of them seem to have much gold to spend on the Redstone shopkeepers. The richest merchants among the refugees have fully booked most inns. A few enterprising businessmen near the smaller gates have cleared their shops of merchandise and stoked their fires, to charge visitors a few coppers for a warm, dry spot to sleep on the floor.

Tulden saw the tents and makeshift camps of most of the refugees, ringing the walls of the town when he entered Redstone. Families, merchants, vagrants, a wide variety of people seem to have escaped the sacked trade city of Port Elam.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

"Does it always sound like that?" Quick points vaguely down the alley.


Male Human Fighter 3rd

Henry Southgard spares a look at the fallen beggar before turning his full attention to Nik and his merrily malicious men.

Intimidate: 1d20 ⇒ 8

"Let me explain to you how this works," the mercenary roars. "You'll have to kill me before you can take my money, and I'll take at least two of you with me. If you don't want to be carried out of this alley, you all bugger off right now and let me and the mustachioed gutter rat settle this like men."

Drawing from drunken courage and, um... moral outrage, Henry presses the attack!

Attack: 1d20 + 2 + 1 - 2 + 2 ⇒ (16) + 2 + 1 - 2 + 2 = 19 Against Nik
Damage: 2d6 + 1 - 2 ⇒ (4, 3) + 1 - 2 = 6

Oh, right, Perception. Perception: 1d20 + 3 ⇒ (2) + 3 = 5


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

If Henry is roaring, can I hear him?

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Dungeon Master

The serving girl pauses with a mild frown on her face, until she steps closer to the alley and listens. She blushes somewhat, perhaps embarrassed of her hometown. “No, it doesn’t. Been getting worse since Port Elam’s folk got here...”

As she trails off, a familiar voice bellows in defiance.
Quick can hear everything Henry says, and knows it’s him. It also sounds like a lot of combatants, too. 6-10ish.

If you plan to enter combat, please roll Initiative. If you can beat a 9, you can act on Henry's next turn. The intersection of alleys is 40ft from the street (20 of which is on DungeonGrid). The loitering ruffian guy is 45ft away. I’ll add your icons to the map if you guys move into the alleyway.

----------------------

Using Intimidate while in Initiative order takes a standard action. I won’t count it against Henry’s actions this time, but I might next time there are 2 standard actions in one turn.

And, I made a mistake recalling the sickened condition from memory and Henry has it right (I forgot the -2 damage). My apologies.

Nik is not used to such bravado, nor are his men. The dwarf is further startled by the decisive cut across the chest from the curved falchion. “Uh…”

The other thugs hesitate, glancing at one another. Even Tober seems uncertain. Then Nik forces a laugh. “Hhhaa! No honor ‘mongst thieves, drunk! We’ll make an example of you! Tober!”

Nik’s other men seem vaguely relieved that he did not call on them. Two of them swing at the restless vagabonds before them.
Mace 1d20 + 4 ⇒ (18) + 4 = 22 for 1d8 + 3 ⇒ (1) + 3 = 4
Mace 1d20 + 4 ⇒ (8) + 4 = 12 for 1d8 + 3 ⇒ (4) + 3 = 7

Tober dutifully steps in and brings down his mace onto Henry.
Mace 1d20 + 4 ⇒ (11) + 4 = 15 for 1d8 + 3 ⇒ (5) + 3 = 8
But the seasoned fighter sees the swing coming and clangs it away with the flat of his massive blade.

Mace 1d20 + 4 ⇒ (2) + 4 = 6 for 1d8 + 3 ⇒ (1) + 3 = 4
The thick mustache of the dwarf makes his grimace look even more stern, and he uselessly hammers again on Henry’s breastplate.

Drunk Flanking Sneak Attack Dagger 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14 for 1d4 + 1d6 - 2 ⇒ (1) + (2) - 2 = 1 :(
The leader of the thugs starts and looks behind him. There, Michael stands with a bloodied shiv and an uncertain look. “You wot!” shouts the angry dwarf.

Mace 1d20 - 2 ⇒ (3) - 2 = 1 for 1d8 - 2 ⇒ (2) - 2 = 0
CMB 1d20 - 2 ⇒ (8) - 2 = 6
The beggar with the mace entangles his swing with the bully's, to little effect. The one dragged away makes a meager attempt at escape, still smarting from a wallop to the head.

Henry is up!


Perception: 1d20 + 7 ⇒ (10) + 7 = 17

"Quick, I believe that it will be expensive to book a room here. It appears like there are more people here than normal. And look at their clothing. I don't know many inndwellers that can afford such pieces. I heard that there are merchants who have cleared up their places so people can stay there for a bit of coin. I am willing to spend my fair third to get a room, but I think we should look for a fair price."

And just in case we need it

Initiative: 1d20 + 0 ⇒ (2) + 0 = 2

Well...that's some roll...


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Initiative: 1d20 + 1 ⇒ (16) + 1 = 17

"Henry..." Quick whispers, not listening to Tulden. "I'M COMING HENRY!" Quick rushes forward, drawing his sword in the process.

Double Move. Draw weapon.
If sketch tries to get in the way.: 1d20 + 3 ⇒ (8) + 3 = 11


Male Human Fighter 3rd

Henry is not unaware that Nik's men are savagely beating his friends. He's sober enough to realize that the conflict has escalated to the point where bodies have to fall or one side has to run, and Micheal's friends aren't in any condition to run.

Oh, yeah, and Quick's shouting gives him hope for reinforcements.

"Wait your turn," Henry Southgard says to Tober as he slices at Nik's back.

Attack: 1d20 + 2 + 1 - 2 + 2 ⇒ (12) + 2 + 1 - 2 + 2 = 15
Damage: 2d6 + 1 - 2 ⇒ (2, 4) + 1 - 2 = 5

"You turn, and you face me, Dwarf!" he shouts. "Micheal, keep up the good work!"


Dungeon Master

The loitering man drawls as Quick comes shouting down the alley. “Nothin’ to see h…” he gasps when the half-orc produces his falchion, and flattens himself against a brick alley wall. “Gah!”
And since he doesn’t have a weapon out, he can’t take AoOs!

The young mage skids to a halt. Down the alleyway, he sees lightly armored men with maces beating on a handful of beggars. He recognizes some of the helpers who led Quick and his band to the drow thief. Two of the thugs, one of them a dwarf, fight against someone concealed by crates that line the walls of the alley. Then, the half-orc sees the flash of a familiar falchion.

Nik the dwarf arches his back at the cut, and whirls around with murder in his eyes.
Mace 1d20 + 4 ⇒ (1) + 4 = 5 for 1d8 + 3 ⇒ (6) + 3 = 9
But in his zeal, spins too far and the corner of a crate next to Henry breaks into splinters.
“Dammit, Tober, don’t be useless! Knock the weapon out of his hand!”

By the look on Tober’s face, Nik just as well could have asked him to repair a complex timepiece. With a shrug, he brings down his mace, aiming for Henry’s wrists.
Disarm 1d20 + 4 ⇒ (13) + 4 = 17, this provokes an Attack of Opportunity from Henry before the combat maneuver takes effect. Presently, the disarm roll beats Henry's CMD and the falchion will drop from his hands after he concludes the AoO.

"Stay down an’ you won' git kill’t!" one of the street hooligans shouts at the one dragged away. Intimidate 1d20 + 9 ⇒ (17) + 9 = 26 The beggar lays stock still on the ground and nods fervently. Hefting his mace, he looks up and steps toward the rest of the fight.

Mace 1d20 + 4 ⇒ (16) + 4 = 20 for 1d8 + 3 ⇒ (2) + 3 = 5
The other thug brings his bludgeon down onto the mace-thief’s head.

“Git outta here, orkie. Before you get hurt…” growls the thug Quick bolted past.
Intimidate 1d20 + 9 ⇒ (4) + 9 = 13, Quick is shaken for 1 round.

The legs of the head-struck homeless man wobble underneath him, and he staggers back just out of reach. Blinking away the blood running down his brow, the poor man seems much worse for the wear.

Drunk Flanking Dagger 1d20 - 2 + 2 ⇒ (2) - 2 + 2 = 2 for 1d4 + 1d6 - 2 ⇒ (3) + (3) - 2 = 4
Bolstered by Henry’s encouragement, the little street rat tries to stab again, but the point catches in Nik’s armor.

Things have happened! Henry could be disarmed. Quick is shaken for 1 round. You guys are up! Tulden can now enter the combat if he wishes (the nearest combatant is right next to Quick, 45 ft away).


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

"Hang in there Henry!"

Quick brings his sword down on the nearest thug.

1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16 for 2d4 + 4 ⇒ (3, 3) + 4 = 10

Attacking adjacent


Dungeon Master

Quick's savage blade cuts through studded leather and skin. The bully gasps and holds his opened side with an arm. His eyes frantically dart down the alleys.

Henry and Tulden are up. Let me know in Hangouts if you have any questions.


Male Human Fighter 3rd

Attack of Opportunity: 1d20 + 2 + 1 - 2 ⇒ (8) + 2 + 1 - 2 = 9
Damage: 2d6 + 1 - 2 ⇒ (3, 5) + 1 - 2 = 7

Henry Southgard's parry turns foul and his falchion falls to the ground. He hears it clatter against Tober's boots and the platter of pork, but it's hard to tell where it came to a stop in the dark alley, and the thug isn't going to let up.

"I said wait your turn, you daft, malodorous bastard!"

Retaliatory Disarm: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9

Perception: 1d20 + 3 ⇒ (7) + 3 = 10 Where did my falchion go?


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Falchion is adjacent to you. Picking it up costs a move action that provokes an Attack of Opportunity. Also, using a combat maneuver for which you do not posses the feat also provokes. That being said, I am trying to get to you :)


Leaning against the wall Tulden was too busy thinking about a place to stay to notice Quick bolt off. "There might be this one pleasant shop actually, and not to far, that..."

Tulden looked up and realized that he was talking only to the barmaid, who is now probably realizing she was losing two customers. Looking around Tulden just caught Quick dashing around a corner.

"Quick! Wha..." Sensing that there might be some urgency Tulden takes off after Quick. As Tulden runs down the alley after Quick and he sees him strike out at the thug, which urges him to rush ahead with all speed to reach Quick.

I think I used both a move action and a standard action, a swift action (drawing scimitar?), and now a roll perception for free action to figure out whats going on with all the fighting.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Tulden stops by Quick, grasping his scimitar with both hands in a low defensive stance, and tries to take in his surrounding. His brown shroud bellows at his breath.

"What in the sake of the good and glory is happening?"


Dungeon Master

Few minor corrections first:
Henry, the damage dice of a falchion are 2d4. On the rolls you dealt damage, the dice did not result any higher than 4 so rerolling will not be necessary. Sorry I didn’t catch it sooner.
Tulden, the Base Attack Bonus for a level 2 cleric is +1, instead of +2. Your CMB and CMD are correct as they are, though. You might also like to know that one can draw a weapon as part of a move action, with two requirements: 1) the move action is spent physically moving the character, and 2) the character must have a BAB of +1. Thankfully, both of these can apply to Tulden’s turn. Typically a weapon can only be drawn as a move action (or part of a move action), unless one has the Quick Draw feat.

The newcomers to the scene take in a band of four lightly armored and well-armed men and one dwarf in combat with three unwashed fellows with naught but rags and a kitchen knife to defend themselves, and one man in a breastplate seems to be fighting on the side of the destitute. Presently, he wrestles for a mace held by one of the lightly armored band. A man with a bleeding lip lies in his rags on the alley floor, perhaps unconscious, or worse, and another of the unarmored looks like he may collapse at any moment.

Tulden smells the pork before he sees it on the platter, at the feet of the man in the breastplate. An enormous curved blade lies discarded beside the dish of meat. The movements of the homeless and their armored ally seem a bit slow and disjointed, to the wanderer, and while it may be from the pub they are fighting behind, a faint trace of whiskey finds Tulden’s nose, and he wonders if the poorer lot had been drinking.

AoO 1d20 + 4 ⇒ (11) + 4 = 15 for 1d8 + 3 ⇒ (6) + 3 = 9
The mace wrestled for pulls free and try to strike the arms that tried to steal it, but the well-armored man quickly pulls them clear of the swing.

The lightly armored man cut by Quick sees another with a curved blade come barreling down the alley and his eyes grow wide. “Not worth my hide…” he grumbles to himself. Clutching his bloody wound, he spins on a heel and makes a painful run down an alley, away from the fight.
His movement provokes an Attack of Opportunity from Quick and Tulden if either or both of you with to take it. Attacks of Opportunity do not count against the actions in your turn.

The dwarf’s eyes narrow at the young half-orc and the shrouded head. “What’s this?! Gus! You had one job!” he bellows after his fleeing man. After a lingering scowl to the newcomers, Nik the Dwarf swings at Henry.
Mace 1d20 + 4 ⇒ (1) + 4 = 5 for 1d8 + 3 ⇒ (3) + 3 = 6
Instead, he further destroys the adjacent wood crate. Wood splinters and something clay inside the box crackles. He steps away, frustrated, eyeing his opponent and considering his reapproach. “Tober, Dace, show those nosy do-gooders out...”

Tober and Dace turn and charge Tulden and Quick with upraised maces!
Charging Mace 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 for 1d8 + 3 ⇒ (4) + 3 = 7
Charging Mace 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11 for 1d8 + 3 ⇒ (5) + 3 = 8
...but their swings are easy to dodge. “That was a warning!” sputters Tober, “Get out of here.”

The drunken vagabond with wobbly feet seems only vaguely aware that Nik now stands next to him, though he still holds a stolen mace in his hand.

Nik looks to his other man. “Take him. We’re leaving.” He inclines his head to little Michael, whose eyes widen in fear. The dwarf cracks a “what are you gonna do about it” grin to Henry as his man steps up wrap an arm around the smaller beggar’s neck.
Grapple 1d20 + 4 ⇒ (6) + 4 = 10
AoO 1d20 - 2 ⇒ (4) - 2 = 2 for 1d4 - 2 ⇒ (3) - 2 = 1
Michael’s grappler seems to notice that the small beggar has a knife before Michael remembers what he’s holding. The street thug raises his mace threateningly over Michael.

Acrobatics 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
The little beggar squeals and tries to dive past the would-be grappler’s legs to run away. His foot wrappings skid over grimy stone as he stoops and catches himself with his hands. Michael scampers away around the corner into another alley. “Oi!” shouts the thug as he turns to give chase.

Drunken Mace 1d20 - 2 ⇒ (15) - 2 = 13 for 1d8 - 2 ⇒ (8) - 2 = 6
The wavering drunk unexpectedly whips the mace around at Nik’s belly. The smile slides off the dwarf’s face as the wind get knocked out of him, though his armor saves him from the worst of the attack. “Ooof!”
But the spinning motion was too much for woozy beggar. His hand goes up to his wounded head for a moment before he topples backward onto the alley floor.

One beggar remains seated in the alley, looking terrified after seeing his friends fall and Michael’s pursuer towering over him.

Whole lotta rolls but no damage! You guys are up!


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Quick slides under the clumsy swing and draws his sword across the man's torso.

1d20 + 3 ⇒ (13) + 3 = 16 for 2d4 + 4 ⇒ (3, 4) + 4 = 11

"You should follow Gus. I am fast running out of mercy."

Intimidate if I have enough actions: 1d20 + 9 ⇒ (12) + 9 = 21


Male Human Fighter 3rd

"I'll pursue you through the streets of Redstone if I must," Henry Southgard growls. The Dwarf's cruel grin inspires a red-hot tremor of rage in the mercenary as he snaps up his falchion, takes it in a two-handed grip and steps forward. He puts his body weight into the swing, and the blade swoops low with enough force to part head and body.

Attack: 1d20 + 2 + 1 - 2 ⇒ (10) + 2 + 1 - 2 = 11
Damage: 2d4 + 1 - 2 ⇒ (4, 1) + 1 - 2 = 4

Henry definitely took off a few beard-hairs. In this dark alley, who can say differently?

Actions:
Move action: Retrieved the falchion
5-foot-step: Closed to beheading distance with Nik
Standard Action: Attack.


Tulden stares down the man in front of him through his shroud. He whips his sword out at the thug.

Attack: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Attack: 1d20 + 1 + 1 ⇒ (17) + 1 + 1 = 19 Use just in case of critical. Ignore if I made a mistake.
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

"You ought to find a better line of work. One less hazardous."

Intimidate: 1d20 + 2 ⇒ (8) + 2 = 10


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

On a potential critical, it's a good idea to roll your damage twice too. If you did crit (highly likely), you'll need to roll again. Nice hit btw. :)


For additional damage
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

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