Wizard

Dunham's page

18 posts. Alias of NoddyNinjaGnome.


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"Perhaps a cautious approach is advised at this point" warns Dunham. "If we keep a lit torch it might make us a tad bit exposed. I will move out of the light just a short distance and watch over the rest of you runts. Perhaps I can be of best help there."

Dunham moves into the shadows just to the side of the party and uses whatever cover he can as they progress to keep himself concealed.


For everyone that stayed behind:

Spoiler:

Dunham mutters obscenties quietly to himself as he sees the two head off. He isn't so quiet as to not prevent the remaining party members from hearing his rant. "It is time for us to get a moving. No sense in those two having all the fun. Anways, they will probably get themselves into some sort of awful mess and we will need to be there to rescue them... again."


"I'll just hang back with Turnipin if you really feel that would be best. However, might I suggest we stay together? If we run into trouble it would certainly be better for us if there were more of us than less of us."

Dunham keeps his hand on his trusty rapier "Spur" and keeps his other on the flask taking small sips every now and then to help with his achy knees.


Dunham
Turning to the skinny dwarf he starts filling him in on the news of the missing group of children and the promise they made to bring them home for the town. "I do not know if you have any plans but I'm sure your talents that I saw in the fight may come in handy. What I mean is would you join us?"

"Yes Sir Quaid. What I mean is I would gladly join your group. Seems that I have been itching for a good adventure and it looks like your merry band could use a helping hand." Dunham smiles as he says this, meaning to express his good intentions. However, it could be easily confused with a frown as he doesn't have much practice.

Dunham readies his weapons by his side and makes sure his supplies are packed neatly in his ruck-sack. He thinks to himself this may prove to be risky, undead and all.

He turns to his companions and asks "Do we have any plan with dealing with the... dare I mention it... the foul abominations and undead that may lurk in the mansion?" "Should we seek out a priest for tools that might aid us?"


Turnipin Acorncap wrote:
Fee Templefound wrote:
"I bet they all went to that haunted house..."

"A haunted house?" Turnipin repeats softly. The gnome plants his quarterstaff firmly on the ground. "I am not afraid of ghosts. I think this seems like as good a direction as any to pursue."

Turnipin looks up to all the men in the group, looking for approval.

"...uh, but where is this haunted house?"

Dunham blurts out... "I have been gone one night due to a few too many pleasures with the Ale and yer'all thinking of going to a haunted house?" "Ye certainly have an odd idea of entertainment. Count me in... wait why exactly are we going to a huanted house?"

Dunham eyes Rall and says "I am glad to see you are recovering well from yesterday's tussle. What have ye done with the prisoners?"


Fee Templefound wrote:

"Hey everyone, look, it's that gruffy old dwarf from last night...and his cat died. How very sad. I was never allowed pets back at the temple after that rat incident but I understand that loosing a friend is always hard." Fee puts a sympathetic hand on Dunham's arm - not the one holding his pet, the other one.

Fee intends to hover along where ever Rall goes. He keeps swinging his little silver tankard in case anyone wants to notice it and talk about faith stuff.

Dunham rolls his eyes and furls his brow at Fee in a manner that might be construed as annoyance or perhaps contempt... but it just for a moment. Dunahm then realizes that Fee is just a bit confused and realizes he is happy to be amongst friends. "Harumph! Fee this here feline was hanging from me window sill when I awoke this morning. Look here at the inscription engraved upon it. What do you think this means?"

Written in block letters, the note reads, “Stunts that don’t know their place get skinned.”


To the Chronicler:

Spoiler:

Dunham stretches a bit and ponders the significance of the carcass and the sinister nature of the note. He stumbles through his hazed mind and remembers the actions of the previous day. It dawns upon him as he ponders his current situation that perhaps he needs to find his band of friends if not for the reason that he knows he won't last long in this town alone. He relieves himself, wipes his beard clean, and grabs the cat. Perhaps the town Sheriff will know what to do about this "threat" and maybe point him into the right direction to search for his friends. He heads out the door of the inn and begins to look for any passer-bys for directions to the Sheriff or if anyone has seen any of his friends.


Dunham has downed a few too many Ales and takes a nap at his table to shake off the grog. He starts to awaken when he thinks he hears something.

Listen check (1d20=4)


Turnipin:

Spoiler:
Dunham feels he is being watched and notices that Turnipin is looking his way. He realizes that he fumbled a bit trying to search a few of the enforcers and perhaps was a little too anxious in all the excitement. He curses to himself as his eyes meet Turnipin's. He wonders what his friend is thinking and if he will alert the others. He is relieved when he sees Turnipin remain quiet. Dunham wonders... did he see Turnipin throw a knowing wink his way? Dunham thinks that perhaps Turnipin could become a very good friend indeed.

Dunham moves from the enforcers back to the table where he was sitting. He mutters and stammers "where is my Ale? Do I have to kill someone around here to get me cup full of drink? Wench!!! Bring me a pint and make it quick!"


Spoiler:
Dunham sheathes his blade quietly and attempts to move amongst the enforcers looking for an opportunity to "liberate" any items from their possesion. He acts is if though he is going to aid each but instead is intent on pick-pocketing instead.

Sleight of hand roll for each enforcer to attempt to pilfer coins or other small objects from their bodies. (1d20+7=17, 1d20+7=21, 1d20+7=11)

Dunham moves over to the enforcers and kneels next to each of them to see if he can provide any aid.


Dunham quickly flicks the warm dark fluid from his blade in the direction of the two remaining enforcers. He feels it is time to prove to them that they are not dealing with mere amateurs.

He motions his free hand pointing towards one of the two enforcers as if to indicate "you are next" and steps forward with a lunge to put the rapier into his torso. However, it appears that by alerting the enforcer to his intent it results in a wild miss. Dunham curses under his breath obviously upset with his bit of showmanship and how it has backfired.

Attack and damage. If allowed to flank then the 3rd roll is for sneak attack damage. (1d20+2=5, 1d6+2=6, 1d6=3)


Dunham watches the fight unfold cautiously with his rapier drawn. He decides that now is the best opportunity for him and he attempts to move into a flanking position behind the thug that Bowen has just missed.

If he succeeds in flanking then he attempts a sneak attack.

Attack:
1d20+2=19

Damage (if hits, and sneak attack if flanking)

Damage and Sneak attack (1d6+2=6, 1d6=2)


Fee Templefound wrote:
Dunham wrote:

Initiative roll:

Initiative Roll (1d20+8=18)

is that right? how do you have a +8 for initiative?

I picked improved initiative as my first feat and have +4 initiative from dexterity, however, if I am doing something wrong here let me know.


Dunham steps back quietly and attempts to remain out of sight of Hilp.
As a standard action he attempts to discretely draw his rapier and ready himself to enter the fray if it appears to be necessary. As a move action he attempts to position himself in a flanking position to Hilp and one of his comrades.

Initiative roll:

Initiative Roll (1d20+8=18)

If needed Move Silently:

Move Silently (1d20+8=19)


Dunham shambles along sullenly, trailing a few yards behind the party as if though he was really on his own.

He mumbles under his breath as he sees the crowd in the tavern and wonders which of these marks will put ale in his belly. Then he reminds himself that he has to be careful as to not put his companions in jeopardy. It has been a long time since he has had any "friends" and he doesn't want to risk yet again being completely alone in the world... even if they aren't dwarves.

He sits down between Turnipin and Fee. "Fill me stein, and be quick about it las, I am in no mood to be waiting on ye"


Turnipin Acorncap wrote:
Fee Templefound wrote:
However, he loves to hang out in the Sitting Duck.

"Oy, another one of the wee folk have joined us this evening." Turnipin says to anyone who is listening.

He waves to the halfling to come join him.

Then he spots that horrid little dwarf, sighs, and waves to him, too.

Dunham carefully scans the room sizing up each of the individuals. He is drinking an ale and wallowing in his own sorted sorrows when he notices that someone is waving to him to join them in a drink.

He ponders what opportunities this may present and also worries that this may lead to no good thing. Very few people ever take an interest in him.

He stands up and walks over to meet the friendly patron that has waved his direction. His right hand rests on his trusty flask. His left in near reach of his reliable old blade.

"Good day fine sir. May I ask the nature of your inquistive gesture? Perhaps you would like to share a fine Ale with me this day?"


Ok, Dunham lives!


Ok all. I am starting to get past this nasty flu. I am working on a level 1 rogue dwarf named Dunham.

Hope to have him completed soon. Any pointers or suggestions would be much appreciated.