Ollin Erenger stumbles out of the barn, his swollen left eye making it difficult to focus on the path before him. 'I'm no Ser.' The ugly sellsword's words echo mockingly as Ollin reaches for a wall to brace himself but misses, crashing hard on one knee. He curses loudly.
The ring of steel on steel reverberates behind him. Thank the Warrior that Ser Rolston showed up.
Still disoriented, Ollin retches as the image of the stableboy's face creeps into his thoughts. Damn that was fast. The sellsword was barely in there a minute before he started attacking that poor stableboy. What set him off? He feels the warmth coming off the blackening bruise around his eye with the back of his hand. Must get help. His voice cracks though as he tries to call out towards the inn, and only a raspy croak issues forth.
More steel and steel behind him. Footwork too.
That's more movement than Ser does. Ollin shakes his head to try to focus. Seven hells, that sellsword is fast. And Ser without his mail.
One step. Two. Down to one knee. Help. "help..."
'I'm no Ser.' Mocking.
Ollin lurches forward. His vision is blurred, but logic tells him to move towards the largest blob. Has to be the inn. "help..." Another faint croak, but louder than before, and Ollin takes some strength from that.
I just tried to save the stableboy. 'Ser, what are you doing?'
'I'm no Ser.' Mocking.
Steel on steel, and then again, harder and faster. Then a crack. A hard thud. Horses whinny and stomp, pulling at their ties.
"help..." Stronger. "Help."
Ollin hears a distinct footstep behind him.
"Ser?" he asks, unable to focus, but hoping.
"I'm no Ser."
[sblock]Ollin and Agorn are clearly visible from any window in the inn's common room. Ollin is on the ground about 40ft from the front door, Agorn is another 20ft beyond that, carrying a bloody bastard sword in one hand.
While combat is a distinct possibility here, there is enough of a lull that some form of talking is an option too.
Should you wish to go to combat, I'll need Agility - Quickness tests from everyone to determine initiative (highest goes first). To test Agility - Quickness, you need to roll a d6 for each rank in the ability plus 1d6 for each bonus die in Quickness, then adding the highest X rolls together (where X is your rank in Agility). So a character with Agility 3; Quickness 2B would roll 5d6, but only count the highest 3. Having checked your characters, none of you have bonus die in Quickness, so, for most of you, it'll just be 3d6 (Robin only gets 2d6). Note that when using the ENWorld Die Roller, there's a checkbox to discard the lowest _blank_ rolls - you'll want to discard the lowest Y rolls, where Y is the number of bonus dice you rolled.
Alternatively, one of you can choose to go last in the round and make a Challenging (total result of 9 or higher) Warfare - Tactics test to give everyone else +1 bonus die on their Agility - Quickness tests for each success (1 success at 9, 2 successes at 14, 3 at 19, to a max of 4 at 24). Again, bonus die let you roll more dice, but you still only pick the highest X rolls.
If you want to talk this out, we'll be headed into an intrigue encounter, so you'll need to let me know a brief idea of your objective in the encounter, and then we'll figure out dispositions, techniques, and initiative from there.
And if all of that is too confusing, just let me know and I'll try to clarify.[/sblock]