Charwoman Gene
Adventurer
The guards see where you are going and are quite convincing at playing along, but something about the way you deliver the lines comes across as forced. The hobgoblin does not seem particularly convonced of your imminent firing of the bow.
[sblock=rolls]You didn't roll the Bluff component of your William Tell Routine. I rolled for you, sorry.Guard Insight DC10, Brock Bluff DC 15, Guard Bluff DC10 to Aid Brock. (1d20 1=12, 1d20 1=21, 1d20-1=1, 1d20 2=12)[/sblock][sblock=skill challenge]0 successes, 1 failure. Bluff DC is now 20. All but Brock can take a turn.[/sblock]
[sblock=rolls]You didn't roll the Bluff component of your William Tell Routine. I rolled for you, sorry.Guard Insight DC10, Brock Bluff DC 15, Guard Bluff DC10 to Aid Brock. (1d20 1=12, 1d20 1=21, 1d20-1=1, 1d20 2=12)[/sblock][sblock=skill challenge]0 successes, 1 failure. Bluff DC is now 20. All but Brock can take a turn.[/sblock]