Hehe...my bare minimum roll for initiative is higherInitiative
D20+2 = 3+2=5
1d20+6
2+6 = 8
Handle Animal Check to hop on and assume control-
1d20+0
19+0 = 19
Hehe...my bare minimum roll for initiative is higherInitiative
D20+2 = 3+2=5
You travel with Melkior up the North Eastern corridor and then take a right- you stumble across a strange sight indeed it seems like a dwarf dressed in loose clothing, almost robe like in nature with a wooden symbol of a clenched fist around his neck. The dwarf has bloodied and callused hands. The dwarf is on one knee and seems to be trying to coax the warg towards him. Melkior begins waving as he approaches which startles both the dwarf and the warg...RPGguy wrote:No worries at all. The fact that Melkior an i were able to take out 3 of the 4 targets far exceeded my expectations...so I am more than happy to save my Daze attack.
Standing by...
You look at the beast and decide to try and tame it, the creature seems unwilling and untrusting. So you decide to hunch down and make eye contact with the creature. Just as the creature begins to get closer to you, Melkior's tall and wiry figure makes it around the corner, with him is a dwarf with pale, sickly looking skin, and similarly pale hair. His face has 3 terrible scars across his face, almost as if clawed by a vicious beast. Most disturbing of all is his pupiless eyes which glow from beneath his cape. The unexpected sight of these two startles both you and the beast.Siberys wrote:Hehe...my bare minimum roll for initiative is higher![]()
1d20+6
2+6 = 8
Handle Animal Check to hop on and assume control-
1d20+0
19+0 = 19
Don't worry, detect evil doesn't require any rolls. However, it takes a round to activate the spell. The more rounds you spend on activating it, the more information you get... Generally speaking.kozeph wrote:I slowly and keeping my guard up move up to a corner checking it for the creature, if its not there then I put my back to it, then I activite my weapons ability "detect evil" and try to see if I can spot the creature "anything that likes the dark and has tentacles must be evil" I whisper to myself and scan the room for the beast, cultist and the noble lady.
If I do spot the creature with detect evil then I make my way to it while acting like I was still looking for it and swing at it. If I do not sense it with my ability then I try breaking open a window with the plommel of my weapon and repeat with two other windows(without taking my back from the darkness)
rolls: If detect evil needs a roll feel free to do it. Use the ones you consider to be necesary.
spot:8+1=9
bluff?: 13+2=15
to hit: 12+6=18
damage: 1d6+4=3+4=7
break window: 18+4=21, 11+4=15, 19+4=23
DM: soo I placed the +1 from protector to my hit and damage is that correct? if not then correct it.
Rahg'null's turn. Also roll for initiative, the next round goes strictly by initiative and not story element, assuming this scenario plays out for more than 1-2 rounds.
The goblins who had been to busy quivering, in sight of Melkior choose to use your command as an excuse to just leave his presence as they make there way off to find the key to Melkior's bindings.Siberys wrote:Heh, no need for a mount anymore.
"You'll have to play with your little friend later Melkior, I think it's time we got the hell out of here!"
(This next statement is null and 'unsaid' if Melkior is -not- shackled anymore).
"Goblins! We'll take care of things here, just find the key, that's all you need to do."
The bolt misses it's target and instead flies down the hall, and within the blink of an eye it comes down onto the ground and the bolt tumbles away into a corner out of your vision.RPGguy wrote:Initiative Roll: 15 + 2 = 17 (added my DEX modifier)
Instinctively to protect Melkior, I drop to one knee, lift/aim my crossbow and fire at the beast's throat:
Attack: 7 + 2 = 9
Damage: 1d8 = 5
For taunting or bullying, Intimidate is generally used. Bluff is used generally to tell lies and thus is more useful in diplomatic situations. Outside of combat, Intimidate is good for getting people do do things you want them to do, even if they know it's wrong, against orders or they distrust you, while bluff is good for getting people to believe you or continue trusting you, especially while lying. Bluff in combat is used for feints, or to distract your enemy, although most combat doesn't make use of this. With really high scores and/or special combat feats these can be really important.kozeph wrote:I quickly move to the nearest window deciding at the last minute, that I should save the ability for an even more dire situation. I proceed with breaking three windows while keeping my eye open for the next attack from the beast or a hidden enemy. after breaking the windows if nothing has happen then I taunt my enemy "Come to me, you filthy squishy thing,show me that your a real man! erm..thing! im not afraid of you!"
use all the rolls I had made earlier or the ones that are needed, if bluff is not used for taunting then use the numbers just change the name to the right one.
DM: looks like wolfsong wont be posting anytime soon, soo Ill finish these little ark and go back to stand by, unless you find some way to prolonge my time alone before meeting her.
The wisdom loss is temporary, but will take awhile for it to recover naturally.kozeph wrote:I stand up, with the shaken and sweaty, I go up stairs and look for the noble lady to see if she didnt fled the building. If I find her then I intimidate her into surrendering if she doesnt surrender to words then I use my strenght to subdue her
search:14+2=16
Intimidate: 10+5=15
STR check: 18+3=21
EDIT: DM: Is the -1 in my wisdom permanent?
Yeah it's Rahg'nuul's, and it it's still on afterwards, your turn.Siberys wrote:So...in combat, who's turn is it? Rahg'nuul's?
Mob spot check: 10-2=8kozeph wrote:"I hate this,well at least she didnt see my face" I quickly look through out all of the windows in the second floor for the easiest one for someone to have climbed down or jumped and try to spot the woman (search 12+2=14 and spot 11+1=12) If I do spot her then I rush outside and try to catch her (dont know if I need a roll, do it if needed) If I do not spot her then I search the body of the dead cultist and of the rags left by the other cultist(mosnter) for any clues then I proceed to gather information on whatever I find on the building (search 15+2=17)
As you leave the building a carriage arrives and stops in front of you. The back door opens and a tall old elvish butler with a monocle and greased up grey hair get out and motions for you to enter, which you do. The butler then enters in the carriage and closes the door. The carriage inside of the back of the carriage is small with red velvet interior windows attached to two doors on both side and directly in front of you there is a wooden barrier near the top there is a elaborate wooden engraving that only give the slightest hint of their being a separate front row to the carriage.kozeph wrote:"oh boy I wonder what they want" I clap my hands against each other and quickly move downstairs "but oh wait! look at this messy me" I try to comb my greyish hair a bit and brush the dust of my long coat putting it, I take my walking stick and move downstairs intrigued by the mysterius letter.