Male Human (Kellid) Rogue (Knife Master/ Scout) Lvl 2 Ac 17 hp 11/16 fort +2 ref +7 will +1 per +5 Init +10
I will not be able to post again till Sunday... and probably won't get a good post in today as I have to sleep now. I meant to warn everyone earlier, but the lead up to Rosh Hashanah got away from me. Bot as needed.
Male Human (Kellid) Rogue (Knife Master/ Scout) Lvl 2 Ac 17 hp 11/16 fort +2 ref +7 will +1 per +5 Init +10
"Probably trying to figure us out, see how much of an issue we are going to be. Five gets you ten he is some kind of local crime lord or something." Jolkum will bet all the free money on a single hand. bluff: 1d20 + 6 ⇒ (11) + 6 = 17
Male Human (Kellid) Rogue (Knife Master/ Scout) Lvl 2 Ac 17 hp 11/16 fort +2 ref +7 will +1 per +5 Init +10
Jolkum waves at the crowd, trying to pick out the young lady Val. "We have not yet found our man, and sad tidings of two dead we bring. We have retrieved their corpses so that they may have a proper funeral."
Male Human (Kellid) Rogue (Knife Master/ Scout) Lvl 2 Ac 17 hp 11/16 fort +2 ref +7 will +1 per +5 Init +10
The drawings are in the room with me Az, I moved you so your post makes sense. Hope you don't mind. Jolkum turns to face Azmerai as he enters, a look of annoyance on his face. "Don't do that, you startled the 9 hells out of me. If you are going to follow behind me we are going to have to teach you how to be a little quieter, don't want to walk in to an ambush... Leaving the DM some perfect timing for his ominous gm rolls. I feel like I probably should have another character built, something in the back of my head is saying this is where I die.
Male Human (Kellid) Rogue (Knife Master/ Scout) Lvl 2 Ac 17 hp 11/16 fort +2 ref +7 will +1 per +5 Init +10
Well, without knowing anything about the map, I will have to just go to the door directly in front of me and hope for the best. If there is not a door in front, then move along the left side of the room til I hit one and that is the one I take.
Male Human (Kellid) Rogue (Knife Master/ Scout) Lvl 2 Ac 17 hp 11/16 fort +2 ref +7 will +1 per +5 Init +10
Well, I tend not to make untrained on things I would have no idea about anyway... moving on. Jolkum heads in yet farther while the others figure out what he has done. stelth: 1d20 + 8 ⇒ (14) + 8 = 22
Male Human (Kellid) Rogue (Knife Master/ Scout) Lvl 2 Ac 17 hp 11/16 fort +2 ref +7 will +1 per +5 Init +10
"Maybe they were evil things to begin with..." Jolkum shrugs and slinks off to the left, heading around the area to get a look at the caves. Can't tell if that is an opening up north or not stealth: 1d20 + 8 ⇒ (19) + 8 = 27
Male Human (Kellid) Rogue (Knife Master/ Scout) Lvl 2 Ac 17 hp 11/16 fort +2 ref +7 will +1 per +5 Init +10
Jolkum watches as the others begin smashing the skeletons one by one, impressed at how easy they make it look. Knowing that his skill set has a glaring weakness when it comes to non-living foes gills him with feelings of inadequacy. As the others seem to have this in hand, Jolkum pulls a knife and takes up a guard position in case something is attracted to the noise of battle.
Male Human (Kellid) Rogue (Knife Master/ Scout) Lvl 2 Ac 17 hp 11/16 fort +2 ref +7 will +1 per +5 Init +10
"Sounds good. The plan worked well the first time, so if it ai'nt broke I don't plan on fixing it. I'll take a look ahead." stealth: 1d20 + 8 ⇒ (6) + 8 = 14
Male Human (Kellid) Rogue (Knife Master/ Scout) Lvl 2 Ac 17 hp 11/16 fort +2 ref +7 will +1 per +5 Init +10
No worries, I feel ya. I some how missed the gremlin's being right in front of me, I think I missed a bit of the action some how. Stabbing in to action: 1d20 + 4 ⇒ (14) + 4 = 18
Jolkum takes a slight step and tries to shank yet another annoying fey critter.
Male Human (Kellid) Rogue (Knife Master/ Scout) Lvl 2 Ac 17 hp 11/16 fort +2 ref +7 will +1 per +5 Init +10
Having slaughtered a few gremlins, and having been damaged massively by his constantly running ahead, Jolkum decides he will hang back for a second and let his friends take care of the next little monster.
Male Human (Kellid) Rogue (Knife Master/ Scout) Lvl 2 Ac 17 hp 11/16 fort +2 ref +7 will +1 per +5 Init +10
Stab: 1d20 + 4 ⇒ (18) + 4 = 22
Jolkum takes the opportunity to spring around and burry his blade in yet another gremlin while the good Vezron attempts to hold the wee beasty down. perception: 1d20 + 5 ⇒ (2) + 5 = 7 The blood lust coursing through Jolkum precludes him from noticing anything other than his intended prey.
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