Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Definitely enjoyed the game. Thanks for running it!! Definitely a much bigger time commitment on your end than ours and I really appreciate you doing it.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
The Half-Orc's question snaps Brand's attention away from his shuffling briefly. The magus moves a little closer and looks over the mushrooms. Appraise: 1d20 + 2 ⇒ (4) + 2 = 6 "Fungus," Brand offers, unhelpfully, and he returns to shuffling his cards.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand notices the parchment and identifies it as a scroll that has been expended, but has no idea what spell it might have been used to cast. He then goes back to shuffling his cards and humming contentedly to himself.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand takes a step forward and pokes his head through the doorway giving him a clear sight on the last of the beasties. He unleashes both card and spell in an attempt to finish things off. Harrow Card: 1d20 + 6 ⇒ (8) + 6 = 141d4 + 3 ⇒ (1) + 3 = 4
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand barely manages to keep the contents of his stomach intact, but watches eagerly for someone to end this battle. Still nauseated.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand clutches his stomach and brings a hand up to his mouth as he tries to fight against the wave of nausea washing over him.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"Doin' this the hard way," Brand mutters, lashing out with his spiked gauntlet. Spiked Gauntlet: 1d20 + 1 ⇒ (2) + 1 = 31d4 + 1 ⇒ (4) + 1 = 5
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Taking a step to the side 5 foot step, Brand gets one of the fiends in his sights blue, quickly infuses his deck with arcane power, and unleashes card and spell at the beastie. Harrow Card: 1d20 + 6 ⇒ (19) + 6 = 251d4 + 3 ⇒ (1) + 3 = 4
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand moves in response to Hrothman's call for help but has to double move to get in range, so no attack this round.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand moves beside the desk, clearing room for Terval to step up, and simply keeps an eye out for potential threats coming down the stairs or from the other section of this floor. Perception: 1d20 + 0 ⇒ (14) + 0 = 14
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"Okay, by," Brand says to the priest, never looking away from the cards he's shuffling and turns to start walking in the indicated direction.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Is there a knowledge check we could try for Relios? I'm guessing local or history, which I don't have, but thought I'd suggest the idea.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"It was a pleasure to help," Brand says, already turning his attention back to shuffling his cards. "The fellow we met had suggested there was a portal of some type? Maybe some entryway to another dimension or something? So, have you seen or heard of anything weird like that down here?" and Brand takes his attention briefly away from his shuffling as he looks around briefly at his party hoping that he said and did the right thing. After that extremely brief scan, he returns to his shuffling.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand takes a step to the side and unleashes card and spell the thug perched precariously on the stairs. Harrow Card: 1d20 + 4 ⇒ (12) + 4 = 161d4 + 3 ⇒ (2) + 3 = 5
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Yes, unconscious/dead characters do not prevent you from moving through or standing in a space.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand takes a step forward, channels some arcane power into his harrow deck swift action to spend an arcane point to give the deck a +1 magical enhancement and unleashes both card and spell at the only thug on the stairs who has not lost his footing. Harrow Card: 1d20 + 4 ⇒ (20) + 4 = 241d4 + 3 ⇒ (4) + 3 = 7
The card would be at a +8, but it's -2 for spell combat and -2 for range. Crit Confirm for Harrow Card: 1d20 + 4 ⇒ (19) + 4 = 231d4 + 3 ⇒ (1) + 3 = 4
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"No time like the present Hroth," Brand says reassuringly to his Half-Orc friend, and he throws a card at the thug in front. Harrow Card: 1d20 + 7 ⇒ (5) + 7 = 121d4 + 2 ⇒ (2) + 2 = 4
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand takes his time to apply dirt and mud on himself. Realistically, his large coat is fairly worn, so it lends itself to this disguise fairly nicely. Taking 20 on disguise for a total of 18 Feeling that he's nicely smudged up enough, he takes a place deeper into the sanctuary so he'll have more space between himself and the thugs when they enter and can stay out of the way for the more melee-focused characters. All the while, he's smiling slightly to himself, pleased that the party liked his idea.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"Ranged attacks are right up my alley," Brand says, then stands up a bit straighter as he adds "though I think our Dwarf friend would rather be in more direct contact. What say we hide him, and maybe Hrothman and Leena, amongst the beggars along the walkway up to the sanctuary? The money-focused thugs would walk right past them and they could come bash any that slip on the stairs while you and I hit those still standing." And then, Brand noticeably drops his posture and simply goes back to shuffling his cards as he adds, "I mean, if you guys want to do that. I'm good with whatever."
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"I see no reason not to help these nice people," Brand chimes in. Does Terval have any combat-oriented cantrips like ray of frost or acid splash? Lampposts can't cast those!
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"In our defense," Brand says, never looking up from the cards he's shuffling, "the Steel Wyverns were being less than hospitable when we came through."
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"He specifically said he passed the Almsman, so I imagine south is our route?" it's a bit more of a question than statement, as Brand is not typically comfortable in the role of decision-maker. After answering, he looks down at the cards he's shuffling and waits for someone else to decide if they'll follow his insight or not.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"Eh, hopefully we've come through the worst of 'em," Brand says nonchanlantly, "and besides, we can always just outrun 'em if need be. They're just little things. I'm sure that would work," he says with a smile and no additional logic to back up the claim.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"Alley sounds fine," Brand says in response to Terval. Being out of combat, Brand has stashed the alchemist fire he grabbed and has gone back to shuffling his cards.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand throws his flask and then moves a step back to follow Terval's advice and grab an alchemist's fire, saying, "Good plan. Let's light these buggers up!" Targeting the same swarm as Terval unless he dropped it Acid Flask: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 1 ⇒ (5) + 1 = 6
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand comes up behind Terval and asks, "Can I grab one of those alchemy thingies from you? My spells won't work on these buggers," and assuming permission is given, begins retrieving an alchemist's fire from Terval's backpack. Brand used both of his 1st level spell slots to prepare infernal healing so he could fill the party healer role and there aren't any AoE cantrips.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Knowledge (Dungeoneering): 1d20 + 6 ⇒ (10) + 6 = 16 "Some sort of nasty creepy crawlies," Brand says, looking at the masses. "A card and a spell would take away two out the fifty or so that seem to be there. Did we grab anything from that alchemist that might get a bigger batch all at once?"
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"I gotcha covered," brand says, walking up to Hrothman. And as he utters some arcane words and extends his hand toward the Half-Orc he says, "This might make you feel...odd...for a bit, but it'll get the job done." Hrothman: Brand cast infernal healing which heals 1 point per round for 10 rounds, so it will take almost a minute, but it will heal you up to full...and you radiate an evil aura during that time.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"These fellas don't want to go down too easily," brand says, surprised that their foes are still standing. And with that, he launches card and spell at his foes. It's on green if he's still up, blue if not. Harrow Card: 1d20 + 7 - 2 - 2 ⇒ (9) + 7 - 2 - 2 = 121d4 + 2 ⇒ (2) + 2 = 4
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand sees the alchemist fall and turns his attention towards the thugs harassing Hrothman. Targeting Green Harrow Card: 1d20 + 7 - 2 - 2 ⇒ (12) + 7 - 2 - 2 = 151d4 + 2 ⇒ (1) + 2 = 3
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Hmm, fair point. Since the spellstrike called out that it only works with a thrown weapon, I guess I'd assumed that was intended to apply to spell combat as well, though it doesn't really specify that's how it works. I'd agree with you that it seems like an oversight, but I could definitely see it come into question at tables. Thanks for pointing that out.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand takes a step back to put the alchemist more clearly in his sights and then mutters, "Lets try this again," and he throws a card followed by casting ray of frost. Harrow Card: 1d20 + 7 - 2 - 2 ⇒ (12) + 7 - 2 - 2 = 151d4 + 2 ⇒ (2) + 2 = 4
Yeah, I forgot to take off for the range increment that first time, though that doesn't matter as much when you roll a 4 ;=)
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"Guess we're doin' this," Brand says with a smile and unleashes both spell and card. Targeting green if he's still standing, blue if green is already down Harrow Card: 1d20 + 5 ⇒ (4) + 5 = 91d4 + 2 ⇒ (4) + 2 = 6
Strom could move through Brand's square if your desire was to move further forward. You're freely able to move through friendly squares, you just can't stop in the same square as an ally.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"I think it may be time to drop subtlety and take 'em down,"Dart says, a card held ready and a glance behind him to see if the others agree. Dart is the literal kid brother of another one of my characters and I tend to play him as a bit more of a follower for anything other than starting a game of cards.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand goes quietly sneaking forward as his cards don't have quite the range of a magic missile, "And besides," he says in a hushed voice, "Gotta be ready to cover my favorite Half-Orc." Stealth: 1d20 + 5 ⇒ (18) + 5 = 23
He feels particularly quiet as he begins his movement, but accidentally kicks some loose rubble on his way up the stairway. "Oops," he says in a hushed and rather disappointed voice.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Perception: 1d20 + 0 ⇒ (14) + 0 = 14 "Sounds like chins rattling," Brand whispers to his comrades, "I think we've found our Steel Wyverns. I say we try to sneak a little closer and go for a sneak attack to see if we can take them out as quickly and quietly as possible. Thoughts?"
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
And just for a moment, the gambler was distracted. [I]After loaves? Loaves? Not lives? Did he misspeak? Should I correct him? Might be some religious thing or something, so I guess it might offend him. Mmm, loaves. Bread does sound really good right now,[/b]" and then, snapping back to reality, "Well, if the Half-Orc wants to be sneaky and scout ahead, having the light cast on your amulet sounds like a good strategy, Terval."
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Fort for Fun: 1d20 + 2 ⇒ (14) + 2 = 16 "I'd certainly appreciate having a light out front," Brand says to both Terval and Strom, "helps me see where I'm throwing my cards," and he manages to twirl one of the Harrow cards around his fingers. He then looks at his attire as if trying to figure out where he could tuck the playing cards as they're not for combat, but struggling to find dry pockets, simply lets out a sigh and keeps them in his left hand beneath the Harrow deck. "I can stay towards the middle of the group," he offers. "I rather specialize in ranged combat."
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand looks over the situation, sigh, and pulls out both decks of cards (the Harrow and the playing cards) and holds them up above his head as he wades into the filth water staying a good 10 feet behind the Half-Orc. Strength: 1d20 + 1 ⇒ (16) + 1 = 17
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Quote: Good to have these rolls out of the result pool. Leaves more 20s for the combat. Agreed! We really stunk it up as a diplomacy party!
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Assuming our Dwarf also does not have the skills, I'll post Brand's attempts to gather info as a spoiler. Brand's Diplomacy Attempt: Brand wandered to the nearest tavern. The ale and drinks don't entice him, the inebriated suckers do. Always a good chance to help some poor fool practice moderation by winning the rest of their drinking money. Why, it's practically charity when you think about it.
Brand found a table where he thought he might be able to get some info. A human who seemed to be decently into his cups as well as a Dwarven companion who seemed significantly more into his cups. Brand fluidly slipped into an empty chair at their table while saying, "[b]This seat taken? No? Fancy a game of cards? Nothing better to pass the time and make new friends than cards. And I mean, if you want to put a little coin on the game, I suppose we could," that will just overlap his day job check mechanically. As the play a few hands, Brand chats them up to ingratiate himself some more and then tries to, but by bit, pull out some information about the sewers and this gang and the Almsman and tries to casually bring up the idea of otherworldly occurrences he heard someone chatting about. Diplomacy: 1d20 - 2 ⇒ (1) - 2 = -1 Seems he inadvertently offended them. Too much questioning too quickly, maybe? Perhaps they're just afraid of or friendly with the Almsman. Regardless, Brand is content to collect his winnings, bud them a good day, and leave the tavern pulling out his Harrow deck checking behind him a few times to make sure they didn't follow him out. Took the liberty of adding some flavor text to make the skill check more interesting. Hope that's alright.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Brand has none of those knowledge skills, so he'll try to diplomacize if we have to, but I'll hold off on that until we see if others can make these checks to save the party time.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
"Agreed, we should get going, Brand says as he finishes losing this most recent hand of cards. "Guess I'd better switch decks," and he puts his playing cards into an inner jacket pocket as he draws a Harrow deck from another pocket.[/b]" "Everybody else ready to go?" he asks, standing up from the table.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Having heard the exchange with Terval, Brand decides to change his approach. "Your majesty," he says, slightly inclining his head as he shuffles the deck in preparation for another hand, "we would love nothing more than to see you restored to your rightful place on the throne." And he begins dealing out the next hand of cards. Professsion: Gambler: 1d20 + 4 ⇒ (4) + 4 = 8 "However," he continues, "we are not as knowledgeable as your grace about the dangers we ay face. Are these treacherous enemies humans? Fey creatures? Demons? And do they fight with normal weapons? Magic? Maybe a combination of both?" And he looks at the horrible hand he dealt himself and thinks, Definitely did not shuffle the deck enough.
Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13
Hmm, confused puppy head tilt wasn't quite what I was hoping for. Figured if I could get him to identify a name for his father, that might at least give us some inkling of the plausibility of his story. Still, I did get something from his ranting," "River of souls," Brand begins, "the dark river, the Alsman. Leads from here to Pharasma's Boneyard." Sense Motives: 1d20 + 0 ⇒ (17) + 0 = 17 Pondering it some more, Brand plays out his own cards as well as the hand he'd dealt to the prince while saying, "The whole lake of ships thing might well be the docks. And as much as I regret to say it, this 'kingdom below' just might be the sewers." As he wins the hand of cards, he says, "Best gather your nose plugs."
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