Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)
Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15. Merisiel raises an eyebrow. "That seems awfully pugnacious for someone with such a sizable gambling debt. If you would rather end up dead in a ditch, though, we will happily take our giant spider poison and silk sacks elsewhere..." Someone who is actually trained in Intimidate may want to make a roll ;-)
Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)
Remembering that Ulisha was dissatisfied with her existing contact, Merisiel wracks her brain, trying to recall which of her contacts would be likely to want what the party has just acquired... Knowledge(Local): 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26. Using the advice Erasmus gave earlier ;-)
Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)
Working on the assumption that it is probably Survival, due to 'living off the land'... Dagger in hand, Merisiel does her best to harvest what she needs from both spiders. Survival: 1d20 + 1 ⇒ (19) + 1 = 20.
Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)
"It looks like we are in a bit of a sticky situation..." Merisiel tumbles around to a flanking position, and stabs! Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19.
Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)
"Yeah, no... We know how things work around here. My counter-offer is this: Drop your weapons, and your valuables, and we won't turn you into crow-food." So saying, Merisiel tosses a dagger in the woman's face. Dagger: 1d20 + 4 ⇒ (16) + 4 = 20, for 1d4 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7 damage.
Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)
Knowledge(Local): 1d20 + 4 ⇒ (12) + 4 = 16. Merisiel nods. "I've heard that might makes right in Numeria, so shows of force may be required. Skymetals like adamantine are also quite prevalent in the area." She then grins. "Let's go see what is at the crash site!"
Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)
Unable to break free of the crush, Merisiel instead attempts to cartwheel over the top of the group surrounding her, and then make a mad dash for it... Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15. ...putting a bit of distance between her and the crowd, she then ducks down a side alley, and attempts to hide... Stealth: 1d20 + 7 ⇒ (18) + 7 = 25. ...quickly stealing a shawl from a washing line, and ducking behind a cart.
Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)
Merisiel dodges between several villagers, then lithely rolls between a few more, all the while keeping her eyes intently upon the fleeing 'cleric'. Escape Artist: 1d20 + 7 ⇒ (2) + 7 = 9. Unfortunately, the sheer press of bodies means that she doesn't make any headway.
Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)
Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6. Merisiel frowns. "This all seems highly irregular. I say we have a rather pointed 'chat' with the man, as soon as he puts in an appearance." To be clear, the point I am referring to is a dagger tip.
Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)
Knowledge(Local): 1d20 + 4 ⇒ (14) + 4 = 18. Merisiel shares what she knows with the others. "Worship of Razmir began in the River Kingdoms, where it spread quickly and led to the creation of a theocracy. Allenstead has always resisted conversion despite being on the very edge of Razmiri territory. Razmir is known as the Living God, a man who claims to have ascended to divinity by completing the Test of the Starstone. His faithful preach law, luxury, and obedience." She then frowns. "That statue of Razmir is troubling, considering the town's rabidly anti-Razmir stance; something drastic must have changed, and quite recently, too..." Merisiel moves forward to look around.
Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)
Merisiel gives the tiny creature a burial on the island in the middle of the stream (by placing a few boulders over it in a rough cairn), and then turns to the others. "Right then - shall we be on our way?" ...to the next location on the list!
Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)
Merisiel does her best to move the boulders. Strength: 1d20 + 2 ⇒ (13) + 2 = 15.
Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)
At the formal admission of guilt, Merisiel brightens considerably. "Ah, well, in that case:", she clears her throat, "We are formally performing a citizen's arrest. Try not to resist too much..." She then shanks the woman! Rapier: 1d20 + 4 ⇒ (17) + 4 = 21, for 1d6 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7 damage.
Merisiel - Rogue 1 (AC 17/14/13; HP 10/10; Fort +2, Ref +6, Will +1; Init +6; CMD 16; Perception +7)
A lithe elf wearing comfortable leathers, and literally festooned with daggers, casually swaggers into the room. Skimming over the notes, she nods in satisfaction. "Mystery? Hidden treasure? Sounds like fun!" I am perfectly happy to start at the top of the list, and work our way down. |