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<blockquote data-quote="Creamsteak" data-source="post: 3765770" data-attributes="member: 552"><p><strong><u>The Game Begins</u></strong></p><p>Currently your characters are considered seperate. I will run two seperate adventures until they meet up. While both of you are under similar circumstances, I think that it would make the most sense for you to meet up after these initial events.</p><p></p><p></p><p></p><p>[sblock=Lucidus]<strong>Lucidus:</strong> Late one night while walking the streets of Allimon, you find yourself cornered by four figures. Three of them look like local thugs, the kind that would normally know better than to pick a fight with you in the shadows. The fourth figure, however, is unrecognizable. Wearing dark purple and black cloth robes, this one appears shorter than the others, maybe only five-foot-three even with the heavy hood over its head.</p><p></p><p>The robed figure speaks in what seems like a familiar female voice. <span style="color: violet">"This is the one he wants. We need to take him alive, so don't hurt him too badly. We need him."</span></p><p></p><p>The biggest thug, one you recognize as Roger, speaks up. <span style="color: brown">"A hundred silver for this lump? I don't know what you want him for lady, but we'll get him to go nice and quiet-like."</span> The three thugs inch forward with weapons in hand.</p><p></p><p><img src="http://www.enworld.org/attachment.php?attachmentid=30671&stc=1" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>L - Lucidus</p><p>T - Thug</p><p>W - Robed Figure</p><p></p><p>The thugs on the left are each weilding saps. The thug on the bottom with the robed figure has a shortsword. The robed figure appears unarmed.</p><p></p><p>Initiative order: Robed Figure (20), Lucidus (17), Thugs (4).</p><p></p><p>The robed figure acts first, drawing her hands out of her robes and chanting something. She casts a spell at you. Will save DC is 14. You roll your will save (13 rolled, +2 modifier) for 15. You pass. Your spellcraft check to identify the spell being cast is an 8. You don't identify the spell.</p><p></p><p>It is now your turn.[/sblock]</p><p></p><p>[sblock=Fayden]<strong>Fayden:</strong> Early in the morning south of Allimon you spot tracks and a trail of blood being left in the ground. These are human tracks, and this far into the forest that alone would be unusual. The blood hints at foul play one way or another.</p><p></p><p>Following the tracks only a few dozen yards reveals their source. A young man, mostly unclothed and severely injured is lying on the ground ahead, curled up against a tree. It looks like he passed out recently. You can see the break in the forest just ahead, where the beach is visible. Your heal check (15) reveals that the man appears to have been wounded by multiple crossbow bolts. He is stabilized, but it would take more than one of your heal spells to bring him up.</p><p></p><p>Your dog succeeds at his listen check (17) to hear the sounds of horses in the distance. He signals his uneasiness regarding the situation to you.[/sblock]</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 3765770, member: 552"] [b][u]The Game Begins[/u][/b][u][/u] Currently your characters are considered seperate. I will run two seperate adventures until they meet up. While both of you are under similar circumstances, I think that it would make the most sense for you to meet up after these initial events. [sblock=Lucidus][b]Lucidus:[/b] Late one night while walking the streets of Allimon, you find yourself cornered by four figures. Three of them look like local thugs, the kind that would normally know better than to pick a fight with you in the shadows. The fourth figure, however, is unrecognizable. Wearing dark purple and black cloth robes, this one appears shorter than the others, maybe only five-foot-three even with the heavy hood over its head. The robed figure speaks in what seems like a familiar female voice. [color=violet]"This is the one he wants. We need to take him alive, so don't hurt him too badly. We need him."[/color] The biggest thug, one you recognize as Roger, speaks up. [color=brown]"A hundred silver for this lump? I don't know what you want him for lady, but we'll get him to go nice and quiet-like."[/color] The three thugs inch forward with weapons in hand. [img]http://www.enworld.org/attachment.php?attachmentid=30671&stc=1[/img] L - Lucidus T - Thug W - Robed Figure The thugs on the left are each weilding saps. The thug on the bottom with the robed figure has a shortsword. The robed figure appears unarmed. Initiative order: Robed Figure (20), Lucidus (17), Thugs (4). The robed figure acts first, drawing her hands out of her robes and chanting something. She casts a spell at you. Will save DC is 14. You roll your will save (13 rolled, +2 modifier) for 15. You pass. Your spellcraft check to identify the spell being cast is an 8. You don't identify the spell. It is now your turn.[/sblock] [sblock=Fayden][b]Fayden:[/b] Early in the morning south of Allimon you spot tracks and a trail of blood being left in the ground. These are human tracks, and this far into the forest that alone would be unusual. The blood hints at foul play one way or another. Following the tracks only a few dozen yards reveals their source. A young man, mostly unclothed and severely injured is lying on the ground ahead, curled up against a tree. It looks like he passed out recently. You can see the break in the forest just ahead, where the beach is visible. Your heal check (15) reveals that the man appears to have been wounded by multiple crossbow bolts. He is stabilized, but it would take more than one of your heal spells to bring him up. Your dog succeeds at his listen check (17) to hear the sounds of horses in the distance. He signals his uneasiness regarding the situation to you.[/sblock] [/QUOTE]
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