pacdidj
First Post
"Hmm...," says Auntie Mab eying the door. "I've got a bad feeling about that door dearie, my um, arcane senses tell me it might be rigged to slam. I wouldn't want you to get your fingers hurt. Tell you what. We'll just send Tristram in, he's small enough that he shouldn't trigger the trap, and even if he does he can just slip back through the bars."
"Tristram, love," Mab says, poking her pocket to rouse her familiar. "Be a dear and go fetch those gold coins for Auntie and her friends would you?"
The brown rat gives a grudging, *Meep,* and hops down out of Mab's pocket. He scurries through the bars of the cell, rather than the doorway, and approaches the glittering pile cautiously, wary of any traps he might spring. His sleepy eyes and nose don't detect anything, so he obligingly starts ferrying the gold pieces, as many as he can carry at a time back to Mab.
Tristram's Thievery check (1d20+18=19)
[sblock=stat block]Auntie Mab - Human Rogue 7
PC:Auntie Mab (pacdidj) - L4W Wiki
Conditions: none
Passive Perception: 21, Passive Insight: 19, Init: +7
AC: 21, Fort: 18, Reflex: 22, Will: 19 Speed: 6
HP: 56/56, Bloodied: 28, Surge Value: 14, Surges left: 8/8
Action Points: 1, Second Wind: not used, Milestones:
Basic Atk: Distance Dagger +9 vs AC, 1d4+1 dmg
Ranged Basic Atk: Throw Distance Dagger +14 vs AC, 1d4+6 dmg, Range 10/20
Powers-
Gloaming Cut, Sly Flourish, Fast Hands, Chameleon
Heroic Effort, Eyebite, King's Castle, Fleeting Spirit Strike, Snap Shot
Blinding Barrage, Bloodbath
Prison of Salzacas, Steadfast Amulet, Cannith Goggles
Combat notes: +1 to all defenses vs. traps, 2d8+1 extra damage against targets Mab has CA against on light blade weapon attacks, scores critical hits against demons on a roll of 19-20
Tristram - Rat Familiar
HP: 1/1; AC: 21, Fort: 17, Ref: 21, Will: 18
Skills: +18 Thievery, +24 Stealth
Status: Active Mode[/sblock]
"Tristram, love," Mab says, poking her pocket to rouse her familiar. "Be a dear and go fetch those gold coins for Auntie and her friends would you?"
The brown rat gives a grudging, *Meep,* and hops down out of Mab's pocket. He scurries through the bars of the cell, rather than the doorway, and approaches the glittering pile cautiously, wary of any traps he might spring. His sleepy eyes and nose don't detect anything, so he obligingly starts ferrying the gold pieces, as many as he can carry at a time back to Mab.
Tristram's Thievery check (1d20+18=19)
[sblock=stat block]Auntie Mab - Human Rogue 7
PC:Auntie Mab (pacdidj) - L4W Wiki
Conditions: none
Passive Perception: 21, Passive Insight: 19, Init: +7
AC: 21, Fort: 18, Reflex: 22, Will: 19 Speed: 6
HP: 56/56, Bloodied: 28, Surge Value: 14, Surges left: 8/8
Action Points: 1, Second Wind: not used, Milestones:


Powers-
Gloaming Cut, Sly Flourish, Fast Hands, Chameleon
Heroic Effort, Eyebite, King's Castle, Fleeting Spirit Strike, Snap Shot
Blinding Barrage, Bloodbath
Prison of Salzacas, Steadfast Amulet, Cannith Goggles
Combat notes: +1 to all defenses vs. traps, 2d8+1 extra damage against targets Mab has CA against on light blade weapon attacks, scores critical hits against demons on a roll of 19-20
Tristram - Rat Familiar
HP: 1/1; AC: 21, Fort: 17, Ref: 21, Will: 18
Skills: +18 Thievery, +24 Stealth
Status: Active Mode[/sblock]
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