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Malvoisin's Council of Thieves, Act I - The Bastards of Erebus [IC]
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<blockquote data-quote="Malvoisin" data-source="post: 4935466" data-attributes="member: 40128"><p>[sblock=Quinne, Perception Check]</p><p>Quinne cannot detect any sign of pursuit from behind.[/sblock]</p><p></p><p></p><p></p><p>Janiven takes a deep breath. <span style="color: sandybrown">"You're right, of course, and curse me for nearly losing my head like a witless ninny. I was right to invite you, that's for sure."</span></p><p></p><p>With a sensible plan being presented, the party members steel themselves to turn left and press on further into the sewers. At that moment, from that very direction, the glow of one or more torches comes into view. Rough voices can be heard muttering, <span style="color: dimgray">"...these forsaken sewers, that's for sure! Still, it will all be worth it if we catch them. Then we won't be armigers anymore, they'll have to promote us!"</span> There is a muttering of assent from several other voices, then a quick shout. <span style="color: dimgray">"What's that up ahead? It's them!"</span></p><p></p><p>In the flickering light, five men armored in 'plates' of boiled leather with chainmail reinforcments can be seen approaching along the tunnel. They are hellknight armigers, new recruits into the Order of the Rack. Eager to prove themselves, they rush forward, longswords and crossbows at the ready!</p><p></p><p><span style="color: red">COMBAT</span></p><p></p><p>Initiative Order, Round 1</p><p>24: Marcus</p><p>20: Rolf</p><p>18: Morosino</p><p>17: Thorn</p><p>15: Quinne</p><p>15: Armigers</p><p>12: Carafir</p><p>12: Mero</p><p>10: Janiven</p><p>9: Slip</p><p></p><p><img src="http://i614.photobucket.com/albums/tt222/nrfc49/Council%20of%20Thieves/sewerencounter1round1.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><span style="color: gray">OOC: I have to say that I hate the way this map came out, but let's try to roll with it. I'll make all combat rolls, but if you could post combat modifiers and damage dice, that would be a helpful reminder.</span></p></blockquote><p></p>
[QUOTE="Malvoisin, post: 4935466, member: 40128"] [sblock=Quinne, Perception Check] Quinne cannot detect any sign of pursuit from behind.[/sblock] Janiven takes a deep breath. [color=sandybrown]"You're right, of course, and curse me for nearly losing my head like a witless ninny. I was right to invite you, that's for sure."[/color] With a sensible plan being presented, the party members steel themselves to turn left and press on further into the sewers. At that moment, from that very direction, the glow of one or more torches comes into view. Rough voices can be heard muttering, [color=dimgray]"...these forsaken sewers, that's for sure! Still, it will all be worth it if we catch them. Then we won't be armigers anymore, they'll have to promote us!"[/color] There is a muttering of assent from several other voices, then a quick shout. [color=dimgray]"What's that up ahead? It's them!"[/color] In the flickering light, five men armored in 'plates' of boiled leather with chainmail reinforcments can be seen approaching along the tunnel. They are hellknight armigers, new recruits into the Order of the Rack. Eager to prove themselves, they rush forward, longswords and crossbows at the ready! [color=red]COMBAT[/color] Initiative Order, Round 1 24: Marcus 20: Rolf 18: Morosino 17: Thorn 15: Quinne 15: Armigers 12: Carafir 12: Mero 10: Janiven 9: Slip [IMG]http://i614.photobucket.com/albums/tt222/nrfc49/Council%20of%20Thieves/sewerencounter1round1.jpg[/IMG] [color=gray]OOC: I have to say that I hate the way this map came out, but let's try to roll with it. I'll make all combat rolls, but if you could post combat modifiers and damage dice, that would be a helpful reminder.[/color] [/QUOTE]
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