Falshen suggests that continuing to camp in the fields, while less comfotable, is likely safer than trudging through certain parts of Waterdeep at night just to reach warm beds by dawn.
Falshen intends to hop on the Dungsweepers' protection job at the next available opportunity AFTER a long rest to recover. However, he is open to changes in this plan if proposed by his companions when next they congregate.
Falshen suggests that continuing to camp in the fields, while less comfotable, is likely safer than trudging through certain parts of Waterdeep at night just to reach warm beds by dawn.
Falshen intends to hop on the Dungsweepers' protection job at the next available opportunity AFTER a long rest to recover. However, he is open to changes in this plan if proposed by his companions when next they congregate.
Akai listens to Falshen's suggestions, sniffs, then nods in assent. "Krr... agreed! We keep camp here, then tell Phaulkon-Lady of our victory! Straw-man is ash now, and spirit inside is gone! Though whoever put spirit in straw-man may yet live..." He chews a finger-claw in contemplation, but scoffs. "Fah! Whatever the case, we accept reward, then go on to guard dung-sweepers!"
Having resolved the matter of the cow-killing scarecrow, Akai and Falshen receive 75gp from Melannor Fellbranch, as well as an additional 50 sp from the grateful farmers. Upon their next return to Trollskull Manor, they are greeted by a talking cat, who extends the further thanks and compliments of Lady Jeryth Phaulkon, and a small package containing a Potion of Stone Giant Strengthand a pair ofSending Stones.
“The Lady has heard promising things about the new proprietors of Trollskull Manor,” says the feline messenger, “and hopes these will be of use in their future heroic endeavors.”
Easily outpacing his two companions, Irma corners their quarry in a dead end back alley, where the cloaked figure spins to face him, drawing a brace of pistols from his belt!
Everybody please roll Initiative. Ian will catch up after two full turns of movement, Gregor after three.
Easily outpacing his two companions, Irma corners their quarry in a dead end back alley, where the cloaked figure spins to face him, drawing a brace of pistols from his belt!
Everybody please roll Initiative. Ian will catch up after two full turns of movement, Gregor after three.
Easily outpacing his two companions, Irma corners their quarry in a dead end back alley, where the cloaked figure spins to face him, drawing a brace of pistols from his belt!
Everybody please roll Initiative. Ian will catch up after two full turns of movement, Gregor after three.
This post has potentially manipulated dice roll results.
Round 1:
Ian spends his full turn chasing after Irma and the enemy - unless there's another action he'd prefer.
The enemy draws a bead on Irma with one of his pistols and and fires - Attack: 7 Damage: 9
Gregor, trailing behind Ian, trips on a cobblestone and takes a tumble in the dark, losing his bearings - he must succeed on an Investigation or Perception check, player's choice, in order to determine what direction his comrades and their quarry went.
Irma, you are 30 feet from the enemy, whose first shot has pinged harmlessly off the shoulder of your mail. Your comrades are nowhere to be seen, and the enemy has another gun, and a shortsword at his belt, which he is reaching for as he drops the discharged pistol.
Ian spends his full turn chasing after Irma and the enemy - unless there's another action he'd prefer.
The enemy draws a bead on Irma with one of his pistols and and fires - Attack: 13 Damage: 6
Gregor, trailing behind Ian, trips on a cobblestone and takes a tumble in the dark, losing his bearings - he must succeed on an Investigation or Perception check, player's choice, in order to determine what direction his comrades and their quarry went.
Gregor, quickly recovering from his little stumble, gets his bearings, immediately determines the most likely direction the chase would have headed, and spends Round 1 moving top speed toward the combat.
The enemy, an iridescent purple target in the dark, takes a solid whack from Irma's warhammer to his gut. He grunts and takes a half-step back, but remains firmly upright, shifting into a low stance as he prepares to counterattack.
Up close now, Irma can see he is of medium height and a slender build, wrapped in a dark cloak and hood. Beneath the cloak he is armored with a studded leather jack. A plain white mask conceals his face.
Athletics Check: 1
Falshen suggests that continuing to camp in the fields, while less comfotable, is likely safer than trudging through certain parts of Waterdeep at night just to reach warm beds by dawn.
Falshen intends to hop on the Dungsweepers' protection job at the next available opportunity AFTER a long rest to recover. However, he is open to changes in this plan if proposed by his companions when next they congregate.
Athletics Check: 11
Akai listens to Falshen's suggestions, sniffs, then nods in assent. "Krr... agreed! We keep camp here, then tell Phaulkon-Lady of our victory! Straw-man is ash now, and spirit inside is gone! Though whoever put spirit in straw-man may yet live..." He chews a finger-claw in contemplation, but scoffs. "Fah! Whatever the case, we accept reward, then go on to guard dung-sweepers!"
Athletics 0
I legitimately have not seen someone get this result before.
Having resolved the matter of the cow-killing scarecrow, Akai and Falshen receive 75 gp from Melannor Fellbranch, as well as an additional 50 sp from the grateful farmers. Upon their next return to Trollskull Manor, they are greeted by a talking cat, who extends the further thanks and compliments of Lady Jeryth Phaulkon, and a small package containing a Potion of Stone Giant Strength and a pair of Sending Stones.
“The Lady has heard promising things about the new proprietors of Trollskull Manor,” says the feline messenger, “and hopes these will be of use in their future heroic endeavors.”
Easily outpacing his two companions, Irma corners their quarry in a dead end back alley, where the cloaked figure spins to face him, drawing a brace of pistols from his belt!
Everybody please roll Initiative. Ian will catch up after two full turns of movement, Gregor after three.
7
Gregor's Initiative: 7
Ian’s Initiative: 20
Enemy Initiative: 8
Round 1:
Irma, you are 30 feet from the enemy, whose first shot has pinged harmlessly off the shoulder of your mail. Your comrades are nowhere to be seen, and the enemy has another gun, and a shortsword at his belt, which he is reaching for as he drops the discharged pistol.
Irma takes his warhammer with both of his hands and prepares to swing at the enemy's midsection.
He is intending to incapacitate the enemy.
Attack: 16 Damage: 14
Investigation: 24
Gregor, quickly recovering from his little stumble, gets his bearings, immediately determines the most likely direction the chase would have headed, and spends Round 1 moving top speed toward the combat.
The enemy, an iridescent purple target in the dark, takes a solid whack from Irma's warhammer to his gut. He grunts and takes a half-step back, but remains firmly upright, shifting into a low stance as he prepares to counterattack.
Up close now, Irma can see he is of medium height and a slender build, wrapped in a dark cloak and hood. Beneath the cloak he is armored with a studded leather jack. A plain white mask conceals his face.
What are each of you doing in Round 2?
Irma prepares to strike another blow to the enemy in front of him, again with both hands on his hammer he swings at the enemy's right knee.
Attack: 25 Damage: 14
Ian will continue to move in.