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Kulan: Knightfall's Heroes of Carnell Game [OOC]
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<blockquote data-quote="Knightfall" data-source="post: 8317202" data-attributes="member: 2012"><p><strong>Initiative Checks for PCs Allies</strong></p><p><u>Key Individuals</u></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250955" target="_blank">Aureus - Initiative: 1D20+4 = [16]+4 = 20</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250957" target="_blank">Wieland Bowen: 1D20+1 = [17]+1 = 18</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250960" target="_blank">Lady Elisabeth Pendour - Initiative: 1D20 = [15] = 15</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250956" target="_blank">Meridith Bowen - Initiative: 1D20+2 = [12]+2 = 14</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250963" target="_blank">Syndra Stormraven - Initiative: 1D20+2 = [11]+2 = 13</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250959" target="_blank">Henry Hawtrey - Initiative: 1D20+8 = [3]+8 = 11</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250958" target="_blank">Sir Ghal Ebal - Initiative: 1D20+7 = [4]+7 = 11</a></p><p></p><p>These NPCs will attack on their own and will not hold back. They will work alongside the PCs as best to their abilities. Sir Ghal goes out of his way to stay close to Lady Pendour.</p><p></p><p><u>Backup/Support</u></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250962" target="_blank">Scarborax - Initiative: 1D20+2 = [20]+2 = 22</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250966" target="_blank">Benedict and Eleanor Stevyn - Initiative: 1D20+1 = [20]+1 = 21</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250961" target="_blank">Ailward Stepney - Initiative: 1D20+5 = [14]+5 = 19</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250967" target="_blank">Samantha Willowchild - Initiative: 1D20-1 = [11]-1 = 10</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250965" target="_blank">Temperance Redding - Initiative: 1D20+2 = [6]+2 = 8</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250964" target="_blank">Elle Redding - Initiative: 1D20 = [3] = 3</a></p><p></p><p>These back characters will not engage in melee until ordered to do so by Sir Ghal or Lady Pendour. They will cast spells as required. Benedict and Eleanor work as a team. She uses her bardic music and he protects her with his bow. The Galas of Inanna watch Lady Pendour's back but will not enter into melee unless Lady Pendour does first. Ailward only takes orders from primarily Sir Ghal or, maybe, Sir Quinn.</p><p></p><p>BTW, the time for having Ailward cast <em>identify</em> spells is noww over. The PCs are at the cavern and Ailward has three 1st-level spell slots left that he's going to use in the fight. He will cast magic missile three times and then wait for one of the two knights to order him to attack.</p><p></p><p>Any magical gear not yet identified was left behind in Carnell at the smithy.</p><p></p><p><u>The Militia</u></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250968" target="_blank">Dwarven Militia Fighters [x2] - Initiative: 1D20+1 = [3]+1 = 4</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250969" target="_blank">Militia Fighters [x4] - Initiative: 1D20+1 = [1]+1 = 2</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=250970" target="_blank">Militia Soldiers - Initiative: 1D20 = [1] = 1</a></p><p></p><p>Wow, those are some sucky rolls for the members of the militia. Oh well, they're not the best warriors available to help in this fight, so the defenders will have to make do.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 8317202, member: 2012"] [B]Initiative Checks for PCs Allies[/B] [U]Key Individuals[/U] [URL='http://roll.coyotecode.net/lookup.php?rollid=250955']Aureus - Initiative: 1D20+4 = [16]+4 = 20[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250957']Wieland Bowen: 1D20+1 = [17]+1 = 18[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250960']Lady Elisabeth Pendour - Initiative: 1D20 = [15] = 15[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250956']Meridith Bowen - Initiative: 1D20+2 = [12]+2 = 14[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250963']Syndra Stormraven - Initiative: 1D20+2 = [11]+2 = 13[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250959']Henry Hawtrey - Initiative: 1D20+8 = [3]+8 = 11[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250958']Sir Ghal Ebal - Initiative: 1D20+7 = [4]+7 = 11[/URL] These NPCs will attack on their own and will not hold back. They will work alongside the PCs as best to their abilities. Sir Ghal goes out of his way to stay close to Lady Pendour. [U]Backup/Support[/U] [URL='http://roll.coyotecode.net/lookup.php?rollid=250962']Scarborax - Initiative: 1D20+2 = [20]+2 = 22[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250966']Benedict and Eleanor Stevyn - Initiative: 1D20+1 = [20]+1 = 21[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250961']Ailward Stepney - Initiative: 1D20+5 = [14]+5 = 19[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250967']Samantha Willowchild - Initiative: 1D20-1 = [11]-1 = 10[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250965']Temperance Redding - Initiative: 1D20+2 = [6]+2 = 8[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250964']Elle Redding - Initiative: 1D20 = [3] = 3[/URL] These back characters will not engage in melee until ordered to do so by Sir Ghal or Lady Pendour. They will cast spells as required. Benedict and Eleanor work as a team. She uses her bardic music and he protects her with his bow. The Galas of Inanna watch Lady Pendour's back but will not enter into melee unless Lady Pendour does first. Ailward only takes orders from primarily Sir Ghal or, maybe, Sir Quinn. BTW, the time for having Ailward cast [I]identify[/I] spells is noww over. The PCs are at the cavern and Ailward has three 1st-level spell slots left that he's going to use in the fight. He will cast magic missile three times and then wait for one of the two knights to order him to attack. Any magical gear not yet identified was left behind in Carnell at the smithy. [U]The Militia[/U] [URL='http://roll.coyotecode.net/lookup.php?rollid=250968']Dwarven Militia Fighters [x2] - Initiative: 1D20+1 = [3]+1 = 4[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250969']Militia Fighters [x4] - Initiative: 1D20+1 = [1]+1 = 2[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=250970']Militia Soldiers - Initiative: 1D20 = [1] = 1[/URL] Wow, those are some sucky rolls for the members of the militia. Oh well, they're not the best warriors available to help in this fight, so the defenders will have to make do. [/QUOTE]
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