Brienna Soldado

Tulip Highgarden's page

41 posts. Alias of XCountry DM.


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Without even intending to, I fell completely in love with my cad fighter. I am still thinking it through but I think that's what I'm going to use.

Fighter Starting Gold: 5d6 ⇒ (5, 2, 3, 2, 4) = 16
*10
= 160 gp

Not great but given what Tel has told us about the adventure start, I think that'll work.


I'm still pursuing my dream of a fighter who is kind of buckling with the swash. I don't want to take the rogue route...I want lots and lots of tasty feats.

Right now I'm contemplating Cad versus Mobile Fighter.


That's really amazing, Korum. A run of bad luck like that shouldn't even be possible!

I've been thinking about going with a swashbuckler of some sort. Both my rolls could work with that. I'm having a hard time deciding which to use!


I can do pirates. As long as we don't get too hokey with the Arrrr silliness.


Toryx! I was hoping I'd see you here. Even if you don't want to play SS.


I had been thinking about a cleric but I could go for a fighter-type too. Actually I kind of like the idea of playing a front-liner with my super cool fixed rolls!


I'll take a second chance on the fixed rolls!

Spoiler:

STR: 3d6 ⇒ (6, 4, 6) = 16
DEX: 3d6 ⇒ (1, 1, 2) = 4
CON: 3d6 ⇒ (6, 4, 4) = 14
INT: 3d6 ⇒ (4, 4, 1) = 9
WIS: 3d6 ⇒ (4, 2, 6) = 12
CHR: 3d6 ⇒ (1, 5, 4) = 10
EXTRA: 3d6 ⇒ (2, 5, 6) = 13

Well, that's better, I think. I don't know if it's that much better.

I think players ought to choose for themselves what set of dice to use. I'm fine either way though.


I don't know about everyone else, but I've wanted to play Serpent's Skull since you first mentioned it as an option. I wanted to play it last year.

Old Style:

Roll # 1:4d6 ⇒ (6, 4, 3, 4) = 17 -> 14
Roll # 2:4d6 ⇒ (2, 4, 5, 5) = 16 -> 14
Roll # 3:4d6 ⇒ (6, 3, 3, 2) = 14 -> 12
Roll # 4:4d6 ⇒ (5, 4, 2, 1) = 12 -> 11
Roll # 5:4d6 ⇒ (3, 3, 6, 5) = 17 -> 14
Roll # 6:4d6 ⇒ (4, 2, 1, 2) = 9 -> 8

How disappointing! I was real excited at first until I realized how high the lowest rolls were.

Geezer Style:

STR: 3d6 ⇒ (2, 6, 2) = 10
DEX: 3d6 ⇒ (4, 2, 1) = 7
CON: 3d6 ⇒ (2, 2, 6) = 10
INT: 3d6 ⇒ (4, 2, 6) = 12
WIS: 3d6 ⇒ (3, 6, 2) = 11
CHR: 3d6 ⇒ (1, 2, 4) = 7
EXTRA: 3d6 ⇒ (6, 5, 3) = 14

Why is my Extra dice the highest of the bunch? And two 7s? That's no fair. *pout*


Tulip looks at all the goblins and, embolded by how quickly they are dying, moves over to where she hopes she can be of help to Tuck.

Move to 9N.
Acrobatics to avoid AoO: 1d20 + 9 ⇒ (4) + 9 = 13
Attack Goblin 4: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14
Damage: 1d3 + 1d6 ⇒ (3) + (5) = 8


Tulip keeps running forward, especially inspired by Tuck's attack.

Move to 10Q.


Tulip smiles, patting Tuck on the back. "That's the spirit! We all do what we can, right?"

She hurries to pick up her daggers and grab one of the strange blades the goblins carry, just in case. "I'm ready to go now."


Tulip walks up to Tuck and puts her hand on his shoulder. "You did what you had to do. They would have hurt us all and burned Sandpoint to the ground. There's no shame in your actions, Tuck. You are a hero."


Tulip draws her sling, places a bullet in its cup and whirls it quickly around, firing the bit of metal through the tent opening she'd created at the old goblin crone singing by the fire.

Ranged Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d3 ⇒ 3
Sneak attack damage (if it applies): 1d6 ⇒ 2


Can Tulip see the singing goblin?


You didn't say whether or not Tulip succeeded in cutting a slit in the tent without being noticed, so I don't know if this'll be a sneak attack or not.

Tulip peeks through the curtain, aims with her dagger and throws it at the one attacking Weejon.

Ranged attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d3 ⇒ 2 Sneak Attack (in case): 1d6 ⇒ 6


Tulip moves into one of the tents and, using her knife, slices an opening into the back of the tent so she can have a line of attack from inside.

Move to 45J and cut through back tent wall.


Tulip is just trying to keep up.

Double move to 42J.


Tulip twirls her dagger in her hand and smiles grimly. "Desperate times...you won't be alone, Tuck. But wait up!"

Double move to...35H.


Tulip lifts her knife, the knuckles of her hand white. "I told you, I'm not a --" But Korum's arrival stopped her. Looking suspiciously at him, she snatches up two more daggers from the table, tucking them both into her belt.

"You're not going without me." She says, firmly.


Tulip moves closer to smile at Tuck. "The fat man's right, Tuck. You're good with that axe and that's something to be thankful for. If you weren't, you might be dead now and that's no good to anyone."

She holds out her hand. "Come on now. Others still need our help."


Tulip's attention is on Tuck. "Tuck, thank you. You helped me again."


Tulip hurries closes the distance move to just south of the goblin and stabs with her dagger.

1d20 + 1 ⇒ (9) + 1 = 10
Damage: 1d3 ⇒ 1


"I'm not a little girl, fat man!" Tulip shouts back.


Tulip rolls her eyes at the priest's words. Humans were so blind.

"Are you daft, priest? There's another goblin over there! And the city is on fire! What are you waiting for?"

She hurries over to where the last goblin is approaching Tuck, dagger clutched in her hand.

Double move to F18.


Tulip takes advantage of the opening the guardman created by darting forward with the dagger.

Attack: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 1d3 ⇒ 3

At the last instant, she realized that Korum was in the way and pulled her thrust back to avoid hitting him.


I'm sorry for my mistake! You're absolutely right...I'll try to do better in the future.


Tulip blanches at what happened to the girl and, seeing the way the large men are having little effect on the goblin, isn't sure there's much point to getting more involved. But she sees little choice; a goblin might come after her next.

Move to D26.
Attack: 1d20 + 3 ⇒ (20) + 3 = 23

Yay! Confirm critical: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 2d3 + 1d6 ⇒ (1, 1) + (1) = 3


The danger to the child spurs Tulip on. Still crouched low to the ground, even though most of the crowd has moved away, she eyes the goblin, judges the distance and throws the dagger with all her might.

Ranged Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d3 ⇒ 1
Sneak attack damage if it applies: 1d6 ⇒ 5


Despite herself, Tulip feels excitement racing through her blood. All thoughts of the organization are gone; the goblin threatening the child was more important.

She ducks down and slips through the moving mass of people, keeping well hidden around their greater bulk.

Stealth Check: 1d20 + 11 ⇒ (16) + 11 = 27
Using Stealth, move to F27, dagger still in hand.


Perception Check: 1d20 + 6 ⇒ (10) + 6 = 16

Tulip's first thought at the sounds of terror was that they'd found her. She immediately went for her dagger and drew it, not caring who stood near her or who saw.

Move Action: Draw dagger. That's it for my surprise round.


Tulip spent much of the day staying near one constable or another, hardly daring to let any of them out of her sight. Twice she saw one of the other members of the gang, and both times she ducked out of the way. Her size and skill at hiding -- the very skill they'd so admired in her -- had kept her safe so far, so long as she was alert.

She did grab a bowl of chowder from the Hagfish tables, successfully avoiding both the people she feared and Jargie Quinn. She didn't want his sympathy right now, or his "I told you so" looks. At times she considered just sneaking out of town entirely but she didn't think it'd be wise. If they were looking for her in earnest it was likely that they'd be watching the gates.

Most of all she wanted to find the one member of the organization that she could talk to. That or find herself alone with Sheriff Hemlock and put herself in his mercy. The latter was the more dangerous but the first frightened her very badly too.

When the thunderstone was set off, she was already pretty near the stage since that was where the guards were standing. There were plenty of them there so she felt safer than she had all day. Then she saw the shape of Tuck with his cloak and hood and made her way through the crowd to him.


"Thank you," Tulip says. "I won't be here long. Go on back to work and I'll just wait a while for things to calm down."

Before Tuck leaves, she touches his arm lightly. "It's nice to meet you, Tuck."


Tulip shakes her head. "No! It's, it's nothing. A misunderstanding."

She paces in the small confines of the tent, trying to decide what to do. How long should she wait?

"I'm sorry," she says at last, turning to the stranger. "Thank you for helping me. My name is Tulip. You work for the Iron Dragon?"


Tulip takes one look at the half-orc looming over her, remembers the expression on Dethik's face and makes an immediate decision. She nods and follows the man, recognizing as she passes the tables and the people manning them that she is at Ameiko's market stand, which makes her feel a little more assured.

She steps into the dim confines of the tent and turns to look uncertainly at the half-orc.

"Thank you, I..." she suddenly realizes that she doesn't even know what to say.


Spoiler:

Tulip sees Dethik coming and turns to run, squeezing past everyone in her way.

I don't know which way she'd like to go; how about you pick and we call it whatever direction works best due to the crowd. She mainly just wants to get away. I'm not sure what skills you think might work best so I'll just throw a few out there.

Escape Artist (for moving through small spaces in crowd): 1d20 + 7 ⇒ (2) + 7 = 9
Acrobatics (dodging through crowd): 1d20 + 9 ⇒ (8) + 9 = 17
Stealth (if she can find a place to hide): 1d20 + 11 ⇒ (12) + 11 = 23


Spoiler:

Tulip pulls away from the man and eyes him a little uncertainly.

"You were right, I shouldn't have gotten involved. But uh, I need to get going. I want a good spot to watch the speeches." She gestures vaguely into the crowd and before he can say anything, darts into the throng.


Spoiler:

Tulip's hands itch as she passes all those fat purses but she hadn't come to town prepared to lift purses. She was too busy watching out for one of the Sczarni to bother with that and it was that degree of self-preservation that had led her to wearing armor, even though she found it hampered her movement.

Still, as alert as she tried to be, she hadn't expected the hand on her elbow and almost shrieked with panic when it happened.

The relief she feels when she sees who it is made her want to cry. This is ridiculous, she thinks to herself angrily.

Jargie's words of caution brings the fear rising right back up again.

"For a--a favor? I don't...I don't want to do that anymore." She finds herself searching through the crowd again.

"Do you know who is looking for me? Where were they?"


Profile updated. Just missing very minor details, not relevant to play.


My hero lab sheet is in my profile as well. I still need to adapt everything to the profile format. It's a real pain you know.


Most of my character sheet is complete. I just need to get the profile updated. Ultimate Combat didn't have a lot for me.


Hi DM!

Tulip's biography is below. I took full advantage of the information you sent us about Sandpoint and you'll also see I took your suggestions. I hope I didn't overstep myself in anyway. Let me know what you think!

Tulip (Rogue)

Spoiler:

Tulip Highgarden is a farmer's daughter who has lived her whole life on a farm a league from Sandpoint. With four older brothers and her father doing the lion's share of the work (her mother died when she was very small) she's often left to her own devices, especially since she burns food whenever she cooks and breaks things whenever she cleans.

Tulip is the consumate wild child, disobediant, disrespectful and an all around nuissance to her family. As a result her father and brothers humor her and go out of their way to keep her well appeased for fear of the outcry that would otherwise result.

Despite her wildness Tulip has a good heart. She just doesn't have the patience for tedious tasks. She only has a faint memory of her mother, who she loves with desperate longing, and even when she's in the midst of causing trouble she is often almost overwhelmed with guilt, knowing what a disappointment she might have been if her mother had been alive to see her.

That doesn't stop her from getting into trouble at every opportunity, however. After a childhood of running wild amongst the hills and forests that surround her family's stead, in the past few years she has taken to devoting her time to Sandpoint, finding the people there (and their belongings) to be endlessly fascinating. She began to ride in with her brothers or father whenever they had reason to visit and even snuck back to town on her own from time to time.

Tulip's slight size and eagerness to snoop and pry into business that doesn't involve her eventually landed her in the potential for real trouble; she began taking on small jobs for the Sczarni, mainly as a lookout and distraction. Tulip's curiosity has gotten the best of her, however, and she's seen things she'd rather she hadn't. As a result she's trying to find a way to back out of her accomodations with the Sczarni, burdened by guilt and fear from getting in over her head.

Secret:

Tulip saw Lonjiku speaking to a strange man. Lonjiku looked worried and argued briefly with the stranger before nodding and walking away, his face lined with concern. Just a few hours ago she saw him leaving a ladder setup against the wall in the cemetary. She's afraid something bad is about to happen but doesn't know what to do about it.

Connection:

I think Tulip ought to have a lot of connections in town, but the obvious one is Lonjiku; she knows a lot more about him than she should and that's an uncomfortable connection for her. Maybe someone else in the Sczarni? Let me know what you think.

Starting Gold: 4d6 ⇒ (3, 4, 3, 4) = 14 x 10 = 140 gp