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Hedrick of Whitehaven's page

291 posts. Alias of Darren Ehlers.


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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"At this moment anyone who would have interest in getting me out of here or is interested in forcing an escape, is in a position of power. Wouldn't you say so gentlemen?"


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Well for one they know the fate of someone they played a part in kidnapping. Someone in a position of power is interested in knowing the fate of that person, hence the reason for my communication with them."

"As for our captors, I have no idea what they have planned, unless this really is some sick social experiment."


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Recent events have increased my work load. I am taking a few days off to get to Reno though. Traveling tomorrow The Internet cable service went down locally, I figured out how to hotspot my phone. I look forward to getting on wifi tomorrow night.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Seeing the men approach Hedrick leans in close to the goblin.

"That's cute, real cute. I didn't ask you if you knew her. I am offering you a chance to tell me what you know . . . voluntarily. You must have heard why I was moved into this cell . . . Right?"

Hedrick straightens up to turn and greet the approaching men.

"Hello, I was making my way over to you eventually. I was simply having a discussion with the goblins here about what they have seen outside this place."

"Being a merchant and cleric I would assume some will be willing to pay a ransom for you. Others here are not so lucky and may meet gruesome ends."

Hedrick lets his eyes wander over to Felkin.

"I am still unsure as to the reason for our imprisonment, I feel like every being in this cell must hold a piece of the puzzle. Wouldn't you agree?"


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

With the goblinoid menace

Sense Motive: 1d20 + 8 ⇒ (16) + 8 = 24

Hedrick tries to puzzle out the two goons antics as well as their leader's honesty.

Are they trying to say she is a zombie or a ghoul now? This guy is b~*@$+++ting me and playing a game right?


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

To Mialee

"I would say a little suspicion is always good, but without risk there will be no escape. To be honest there is something quite odd about this whole situational social experiment, but the ghouls and their lady seem real and evil enough that I know I need to get out and I can't do it on my own."


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Well friend I learned it in just a few years and don't get to use it much. I suppose a couple of decades practice would make it better, but hey at least I made the effort to try right?"

"We have a pretty good chance, there's a window of opportunity coming up. I'm a Druid and I have a weapon and armor. I am sure we can get you something to use for weapons. I am also sure they didn't throw out your spell book, maybe we can get it or a couple of pages. Here is what I know so far. . . "

Hedrick gives the elves general information he knows about the place they in. He doesn't betray specifics about his plans just yet or the other players.

"I'm new in here, what have you observed about our other cell mates?"

Hedrick shares his first impressions of the other people in the room if asked.

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

He crosses over to the goblins.

"You're the leader right? Look you know we're all in the s&#+ here. You guys want out of here too right? I need to know what happened to the female gnome you guys kidnapped a while back. . . "


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Hedrick shares the news with Malkus then approaches the elves.

He tries to speak to them in Sylvan at first if that doesn't work he will switch to common.

"Hello fair ones, I am Hedrick. I believe you want out of here as much as I do. I fear your handling by the orcs could be quite rough. If any of us are to escape this place we must work together. Would you stand by us if we would make an attempt? I am a wizard of sorts myself. I am not sure what to make of what they left you on your persons. Seems rather careless on their part."

Or is this a set up?


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Gotcha, thanks for the heads up."


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Okay I thought I was in my robes, what do I still have on me besides my armor?


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"This whole thing seems like some sort of weird social experiment . . . ."

Hedrick approaches the halfling and speaks to him, but does so in a way those near him can still hear what he says.

"Hello friend. I am Hedrick, a healer in my village. I noticed you haven't been moving or speaking. I was gripped with an illness myself, but a few days ago. Could you use my help?"

Diplomacy: 1d20 + 4 ⇒ (15) + 4 = 19
Heal: 1d20 + 9 ⇒ (19) + 9 = 28
Sense Motive: 1d20 + 8 ⇒ (11) + 8 = 19

"Are you hurt?"

Hedrick tries to examine the halfling to determine if something it wrong with it. He worries it could be some sort of undead based on what he knows of Lady Sabina so far.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Why does Telam, not let his boy comfort the girl? Did they lose a child? The mother looks despondent?"

"I am pondering my options here. Beating the f#*$ out of Boldo would establish me as the heavy in the room, but I think a gentler approach might be a better path to take for the sake of first impressions, heh heh."

"Maybe I should start with the halfling."

If you forward me a few days, Hedrick would detect magic on the room and try to search it 1d20 + 7 ⇒ (15) + 7 = 22.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Crap . . . I wasn't thinking there were going to be women and kids."

The wilderness caster chewed on his lip.

"I want out of here, but I can't very well leave a five year old kid behind for ghoul food.."

"I'm sure you've run the odds and gone over a few scenarios in your head right?"

"Is Boldo really a factor? Or just the biggest a-hole in here?"

Hedrick scans the crowd trying to weigh them. Starting by observing the gangster for quite a spell.

Sense Motive: 1d20 + 8 ⇒ (9) + 8 = 17


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Well . . . It does . . . If you are trying to build an army of ghouls. Some of the orcs don't look so hale and have you noticed some of them disappear? Just sayin."

"But yeah, I was afraid you were dead too. I couldn't get any info out of anyone about who they had over here, but I knew there was another cell down here someplace."

"So tell me about the politics and the who's who in my new home."


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

in the new cell

"Ouch, that greenskin didn't like what I had to say about his oral hygiene or something. How the hell are ya Malkus? I am so glad to see you alive. I caught ghoul fever and was dumped in another room. I'm healthy now though."


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Thank you for the offer, but . . . "

Hedrick demonstrates that he can create a club at will.

" . . . This should do the trick and can't be found on me."

"Thinking on it I think Nabbit is really sincere about his sister. We'll see where that takes us. This may take a while, but we will keep preparing."

I think Hedrick is ready to move on.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Okay so,

0 Level
Enhanced Diplomacy
Light
Wooden club

1st Level
Fog Cloud
Ice Armor
Long strider

Memorized for going into the goblin cell. I figure that is the best escape load out at the moment.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

light and enhanced diplomacy and maybe the wooden club spell for 0 level if you say its okay.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

These are all the basic book ones. I will have these memorized for when I go in with the Goblins.

Ice Armor

School transmutation [cold, water]; Level cleric/oracle 1, druid 1

CASTING

Casting Time 1 minute
Components V, S, F (5 gallons of water)

EFFECT

Range 0 ft.; see text
Effect a suit of armor made of ice
Duration 1 hour/level or until destroyed
Saving Throw none; Spell Resistance no

DESCRIPTION

You create a suit of armor made of ice. While cold to the touch, it does not harm the wearer, especially if worn over normal clothing (though it can hasten the effects of exposure in cold environments). It offers the same protection as a breastplate, except it has hardness 0 and 30 hit points. If the intended wearer is immersed in water when you cast this spell, you may form the armor around the wearer (who may be you); otherwise the wearer must don the armor normally. Attacks against the wearer that create heat or fire degrade the armor, reducing its armor bonus by 1 for every 5 points of fire damage the wearer takes; when the armor's bonus to AC reaches 0, the armor is destroyed and the spell ends. Because the ice is slightly buoyant, the wearer gains a +2 circumstance bonus on Swim checks, except when swimming downward. Druids can wear ice armor without penalty.

Longstrider
School transmutation; Level druid 1, ranger 1; Domain travel 1

CASTING
Casting Time 1 standard action
Components V, S, M (a pinch of dirt)

EFFECT
Range personal
Target you
Duration 1 hour/level (D)

DESCRIPTION
This spell gives you a +10 foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

Longstrider, Greater

School transmutation; Level druid 3, ranger 3

EFFECT

Range personal
Target you
Duration 1 hour/level (D)

DESCRIPTION

This functions as longstrider, except it gives you a +20-foot enhancement bonus to your base speed and a +10-foot enhancement bonus to your other modes of movement (burrow, climb, fly, swim, and so on). It does not affect movement modes you do not actually have—for example, if you do not have a swim speed, this spell does not grant you a swim speed.

Fog Cloud


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Do you think this 0 level spell is broken?

Wooden Club
School conjuration (creation); Level druid 0
CASTING
Casting Time 1 swift action
Components V, S
EFFECT
Range personal
Effect wooden club
Duration 1 round
DESCRIPTION
You create a wooden club which appears in your hand. This weapon is wielded as a club (simple weapon) and you are automatically proficient in its use. It deals 1d6 points of damage, plus your Strength modifier. If you ever relinquish hold of the club, it dematerializes and cannot be reformed.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Hedrick agrees. He thinks back on his dealings with Nabbit.

"Yeah, I thought about that. I didn't let on that you guys had any plan, just that he should think about cutting you in."

Sense Motive: 1d20 + 8 ⇒ (15) + 8 = 23


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Alright then, sounds like a deal."

. . . . . . . . . . . . . .

Before the switch, Hedrick speaks with Oskor shares the intelligence he has learned, the progress he has made with Nabbit and shows him the map.

". . . So as I was saying think these here must be other doors, but I am not sure. There are more prisoners coming. I'm going to be switched to another cell, but that's the price I'll have to pay for our freedom."


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"I'm willing to do that for you Nabbit. Thanks for not blowing the horn on me when I first woke up all those days ago. The orcs would have given me a good bashing I'll bet. I kinda owe you one right?"

"Hey listen though. You should consider cutting the dwarves in on your plan to escape too. If a bunch of people break out at the same time it increases everyone's odds at getting away."

"Hey you know what? You never told me what or who the Castilian was. Is he an orc or one of the knights? You ever get a good look at one of them? Or Lady Sabina?"


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Diplomacy: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23

"Gee Nabbit, you must really love your sister if you followed her all the way out here and have been through all that."

"Wish I could help you somehow . . ."

Did you mean he was given to the Castilian or that he was given the job of being Castilian?


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Diplomacy: 1d20 + 4 ⇒ (14) + 4 = 18

"So how does a gnome come to be a jailer in a place like this? I mean I know everyone has to make a living in this world, but there has to be a story in it . . ."

sense motive: 1d20 + 8 ⇒ (4) + 8 = 12

What does he think of this? Is he a true believer? Or is he as much a prisoner here as we are?


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

In my two weeks

I start spreading the Dream Feast spells around if the dwarves seem like the are interested in escape it will keep them strong and maybe allow them to sneak food down to us.

Also I ask the leader if they are the ones who cached the items in the floor.

I will work to find out more about Jekku and any abilities he has.

I will cast Aspect of the Nightengale to give me a bonus to performance and diplomacy. Along with the 0 level spell Enhanced Dipolomacy and try to talk to the gnome.

I will use mending to repair my clothes.

Ask the dwarves to describe s possible escape route.

Make note of if the orcs come to get us the same way every day.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Okay so that is a nice little stash there.

I think Hedrick is going to observe for a little bit. He can create water if needed. He can also cast a spell that gives him a full days rest, food and water and not have a missing spell slot in the morning. Druid Dream Feast.

He has 6 cloud bursts that can cause non lethal damage and stun.

He is going to want to speak with the dwarves and get an idea of what they know about the other cells and castle. And what they know about what Lady Sabina is all about.

He is also going to try and keep talking to the gnome and find out what he can. Or at least desensitize him.

Also if there is dirt under the flagstone he has a spell that can dig out 5cu ft of dirt. Not sure that is going to help here though.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Hedrick lays on his back in the hay for a bit listening to make sure they are alone before speaking.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

"Any idea how long the dwarves have been down here?"

The Druid thinks on what spells he should prepare, first for survival, second for escape.

He checks to see what the floors are made of.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Uhhhh, yeah, right m'kay."

Hedrick gets back into the position he was in when he first woke up. The Druid hoped to be able to catch a peek at his captors.

"Alright, Jekku. Showtime."


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Okay, I think I got it. You don't want me to talk too loud and get us both in trouble with the orcs."


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Is he close enough that if I dropped him I could get the keys? Does he have keys?


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Oh, so you know I was the one that had ghoul fever then. These dwarves in here warned me to keep it down I guess they knew you were on scene."

"Ummm, so when's food coming? And what is this place, some kind of plague ward?"


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Sense motive: 1d20 + 8 ⇒ (1) + 8 = 9 [occ]Whoops

"Well to be honest not really. Do you want them to think you can't handle a few prisoners locked in their cells? I just woke up from a fever, you can't hardly blame me for calling out. Do you have anything to eat?"

Hedrick wills his light spell away.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Not trying anything, just talking. It must be boring for you sitting in the dark with a horn."


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Yes, but I am like a river and not content to live damned and diverted from my own course, if I can avoid it. It doesn't hurt to at least try to make a plan. Preservation of ones life must be top priority. . . If nothing else I can add value by revealing myself as a healer."

Hedrick confirms there have been no guards anyone has seen so he calls out as loud as he dares, just loud enough for the next cell to hear him.

"Hello . . . In the other cell . . . How many are you in there?"

"Who are you? Do you have any wounded inside?"

"Do you know of any other prisoners besides us two cells full?"

PbP being the nature it is, I wrote quite a bit to respond to if he gets an answer.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Oskor, where did they capture you from? How many of your people are here with us? Actually, since you've been working up top, how many orcs and ghouls are there?"

Hedrick casts light on a piece of straw and shields it with his hand to control the light. He begins inspecting the grate and walls.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

"I had better start working on a plan right away then. I am no rock mason , no one is going to pay a ransom for me, and I still have some meat on my bones. That makes my value to the enemy limited. I'm not keen on becoming a ghoul's toothpick and I am similarly averse to serving as a torture plaything for Lady Sabina."


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Well titles are nice and may confer nobility Jekku, but I have always believed what makes a man truly noble is his actions."

"Glad you have ties. The most they could get from my family would be a couple of pine cones and a jar of clover honey . . . darn good honey though."

<<<Sigh>>>

"I suppose we can't count on a valiant rescue attempt by the Cockatrice Riders, hum?"

Hedrick chuckles lightly.

"That was a small attempt at humor."


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Hedrick takes the man's offered hand. As he shakes it, it dawns on the druid who this man is.

"Lord Lockswell, I have heard of your family, though I have never shook hands with nobility before. I am honored."

Hedrick gives Oskor a nod and offers him his hand before addressing Jekku and Oskor in a hushed tone.

"Do we have any hope of escape? As a lord I am sure you have arms training and we have four stout dwarves with us. If I can get a hold of a stick or piece of wood, I can provide our captors with a surprise. I am a Druid of sorts. I just need some time to rest and regain my powers."

"I have some abilities as a healer as well. Do any of you suffer from serious injuries?'

Hedrick looks around to get the layout of the cell and the area beyond if there is a window or bars to look out of.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Know Local: 1d20 + 8 ⇒ (20) + 8 = 28

Hedrick rolls over to his hands and knees and struggles to get up.

"Castle Sulafrae? Near Pascorel . . . right? I was traveling near the Selintan River Road looking for . . . well I was there for some reason. . ."

"Last I heard Castle Sulafrait was back under control of the Orcs. So great, now we are prisoners to a mysterious woman whom employs ghouls. Thanks be to whatever power prevented me from becoming one myself."

"I had a companion with me, Malkus, anyone know of what became of him?'

"A lot of effort went into getting me here. Any idea what this Lady Sabina wants with us?"

"Forgive me my rudeness friends, I am Hedrick, of Whitehaven, though i doubt you have heard of it."

Hedrick reaches out to see if his spells still remain prepared.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Ghoul fever?"

heal: 1d20 + 9 ⇒ (4) + 9 = 13

"My party was attacked, by orcs and a woman with . . . glowing red eyes."

Hedrick feels his stomach growl at the mention of food.

"My thanks to you, but where are we?"


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

Hedrick lays still, what was the surface under his hands. He listens for movement before daring to open his eyes.

His ears rang telling him he had probably suffered a head injury, that would explain the black out . . .

Am I still injured? Why would they capture me? For the stew pot? That woman . . . The one with the red eyes . . .

<<<Uhhhhhhhhgh>>>

A moan escaped his lips before he could stifle it.

Am I still in my armor? Clothing even?


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

"Hi friend, you want me to tell you more of myself? Very well then, I am a young man from Winterhaven, a small farming community tucked away in rolling hills far from here. I am a magic user of sorts, the earth speaks through me and I can see the future on the winds and in the clouds. I am a wanderer and a healer, but what drives me is a need to explor the larger world that is known as Greyhawk."


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Dew it, Mountain Dew


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Hedrick is still waiting to see what happens.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Or a glow rod accident.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Hedrick waits to see what's going to happen.

He can draw on a suprise round so he is confident.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

I think your pace is fine. :)


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Woohoo it's Wednesday.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Cut the chatter Rogue Leader, Red 5 get set up for your attack run---GM Behind the Curtain is in the pipe and 5 by 5. Go with throttle up!


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

. . . And reappearing! Glad you are back. I'm in.