m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Chronicle: 6
I can also change for a level 2. Unless I have the 3-4 money.
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
We didn't averted the crisis? Ok. I suppose fighting was not the option.
That is almost a feat.
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
reflex: 1d20 + 8 ⇒ (10) + 8 = 18 Yâble jumps outside the arc of flamme without being hurt. Without he flanks Holy and attacks! attack with flank: 1d20 + 7 ⇒ (9) + 7 = 16
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
"And what a coincidence! We are pathfinders. It almost like we had the mission to save you." -Posted with Wayfinder
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Hurt by such a loser question, Yâble replies with sarcasm"No, we are the new guards. This is how we change the guards here." -Posted with Wayfinder
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
"So, what are those again? They see pretty easy to vainquish."
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Yable just jumps into the darkness. acrobacy: 1d20 + 8 ⇒ (6) + 8 = 14 And get up after been hurt.
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Hum... Yâble will stay in the place. He doesn't have confidence to those people. His ear are open.
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Pass as Marchand searching for venture opportunity and find those missing dwarves with the less violence possible.sighs Yâble.
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Do you really think something like a dragon could hurt me?answers Yâble, still on top of the nest.
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Yable aims an arrow at the drake. With a dose of strenght he pulls the cords of the bow and release it. attack: 1d20 + 4 ⇒ (15) + 4 = 19
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Yable looks at the tiny little snake. he is flat-foot right?He kicks the snake outside the crow nest. cmb: 1d20 + 2 ⇒ (20) + 2 = 22 "That was easy!" fall damage! and should be enough to take him out of the boat right? his cmd must be pretty low when flat-footed.
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
"We would have trouble either way." Says Yâble. "I really like the idea of "passing for prespector marchand" because that who I am!" -Posted with Wayfinder
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Middle of the boat, i am. says Yable. And before he has scotch the cloth of permission in the boat.
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
what???realising his bad hearing. I was thinking that Arsanil didn't want to tie them up! And i was accepting it!!!! I have read that Asarnil was nodding the jacketed guy. I was in error. sorry. Yâble climbs down and walks toward the paladin. Hey... Ignatius right?,he whispers. I need your help. As you see, i am trying to have a trade for one of the two. But.. i am feeling, we are not in a good path. So i know a good face is crucial now. I am aiming to do this with Tamel. So let's try to be the most friendly with him. Ok?
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Why this paladin is so little armored? He doesn't seem very agile? Thinks Yâble. -Posted with Wayfinder
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Receving the bolt, Yâble winces in very quiet way.
Really? That death? You Rasmirian have a strange concept of it. Or maybe it because the will of your god is a taaaaad insignificant.
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Yâble looks at the paladin\dog food who have been hurt by the wolf. And that why honor is crap. think the skinny dwarf. He draw his shortbow and aim at one of who didn't react. ish.... Those guys are outside my normal range attack -2: 1d20 + 2 ⇒ (13) + 2 = 15 steath -20: 1d20 - 12 ⇒ (1) - 12 = -11 -Posted with Wayfinder
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Yâble looks down for what his happening. Really this paladin cannot shut his mouth for one second..
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
oh my gosh... I forgot we had a paladin.... He can't lie... I think... Or maybe it is related maybe it a disease. -Posted with Wayfinder
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
perception: 1d20 + 7 ⇒ (13) + 7 = 20 Seeing that nobody has climb up to the nest, Yable will. climb or take 10 if possible: 1d20 + 6 ⇒ (1) + 6 = 7
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Note:In the standard adventure, I have already played it so this is why I don't take action (event if it was two year ago... very good memory.
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Those two should take a séance of mediation. "In [i]my opinion, the boat was already bad idea at start. Those ambassador were in boat. They must be looking for this. But now, here we are. Those dwarfs were captured because they had no permit. You do not have a direct relation with the dwarves, Tamel. So unless, you are married to this girl, It would be very easy to buy a permit in your name, because you look like those "not touch me prophet of money". " Looking at metalla, "Or, we could do a fake one or take one from an another boat. Ether way." He than trys to do a little chat with Matella wishing to know the latest news in the five mountain kings and to good place to buy good cheese, mushroom and beer in Kerse. He than talks with the second dwarf to know if he is the baby-sitter of the other NPC and why Tamel is here. -Posted with Wayfinder
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Yâble doesn't seem too impress. He tells with flat tone to Temel. "A piece of bread with cheese and mushrooms on top. And a trade accord." Still i am happy to have buy, this elixir of hiding in Kerse. If an event like last time happen, i am ready -Posted with Wayfinder
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
A skinny dwarf (if we are able to call any dwarf skinny) reads the letter. He also have a second letter into his hands. Hum, they are giving me a second chance, he thinks. I did find their “keys” after all. It’s Better not screw this He then read the second letter. What did he want? Broke a deal for the society or for him? I don’t understand. And me in that, what is my reward? He sighs. At least, he knows quality when he sees it. That is the sign of a great marchand. ”So like it seem, missy. I am Yâble. Need anything? I will sell it.”
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Thanks, you two, I wish you the same. English is not my primary language, but I am doing the best I can to write correctly. Some addition about Yâble. He is using faction card.
Yâble has received a blâme from the society for attempting to steal from a venture-captain.
Player name Gabriel Normandeau
From the five king mountain, Yâble has worked in the past as a marchand in Kerse. Following a "missing item" event, he decided to establish a new store in absalom. Hearing about the pathfinder society, he decided to join to have more buisness contact and to have a few more item to sell in the shop.
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
"Yeah, yeah. Hey, we have take the star thing. Us. With almost no prestige or fame inside we have done more than a venture-captain or one of the three master." -Posted with Wayfinder
m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison
Bloody penny! This thing is two fast for me. Better hit this second thing. Yable come close the elemental and thrust him. attack bless: 1d20 + 6 ⇒ (18) + 6 = 24 -Posted with Wayfinder
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