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<blockquote data-quote="Quickleaf" data-source="post: 6460322" data-attributes="member: 20323"><p>[SBLOCK=Barrington]As Barrington draws near the corner of the small house, the winds have picked up, causing the palm trees overhead to rattle violently and the ramshackle windows and doors to groan in their sockets. Another boom of thunder sounds over the ocean, and Polly shifts nervously, watching Barrington from afar. Just then two of the drunken pirates whirl from around the side of the house, pistols drawn and leveled at Barrington, though their inebriation is causing their aim to drift a bit. Fortunately, he catches a glimpse of their reflections thru a window moments before, allowing him to draw down first. The third drunken pirate is nowhere in sight.</p><p></p><p><span style="color: Orange">"Nice night for a walk, isn't it?"</span> Slurs one of the pirates, giving Barrington an evil eye. <span style="color: Orange">"Gotta give it to the lass, she was right about you. Dangle a little Polly your way n' watch you jump..."</span> While Polly is too far to hear them, she is obviously surprised by the sudden turn of events, bringing her hands to her mouth and taking a step back. She seems not to be the 'lass' they're referring to. <span style="color: Orange">"We'll be taking your pistols n' blade, and then for that walk I mentioned..."</span></p><p></p><p>[OOC]Drunken Pirates, initiative <a href="http://invisiblecastle.com/roller/view/4732664/" target="_blank">1d6=4</a>; the pirates have initiative +3, tied with Barrington, and Barrington wins the tie. If Barrington wants to shoot first, he can.</p><p></p><p>You can make a Perception check to try to locate the third pirate in hiding.</p><p></p><p>A Drunken Pirate, Stealth (disadvantaged) = 16 <a href="http://invisiblecastle.com/roller/view/4732669/" target="_blank">1d20+2=16</a> <a href="http://invisiblecastle.com/roller/view/4732659/" target="_blank">1d20+2=19</a>[/OOC]</p><p>[/SBLOCK]</p><p></p><p>[OOC]I mentioned this in the out-of-game thread, but here's how I'm handling initiative: </p><p></p><p>PCs and monsters have a static initiative value, usually equal to their Dexterity modifier. Monsters adjust their initiative value with a d6 roll where the result determines how they modify their initiative value: (1) -2 initiative, (2) -1 initiative, (3-4) no change, (5) +1 initiative, (6) +2 initiative. Ties always go to the players when dealing with minor NPCs and monsters, though against major villains Dexterity scores are compared.[/OOC]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6460322, member: 20323"] [SBLOCK=Barrington]As Barrington draws near the corner of the small house, the winds have picked up, causing the palm trees overhead to rattle violently and the ramshackle windows and doors to groan in their sockets. Another boom of thunder sounds over the ocean, and Polly shifts nervously, watching Barrington from afar. Just then two of the drunken pirates whirl from around the side of the house, pistols drawn and leveled at Barrington, though their inebriation is causing their aim to drift a bit. Fortunately, he catches a glimpse of their reflections thru a window moments before, allowing him to draw down first. The third drunken pirate is nowhere in sight. [color=Orange]"Nice night for a walk, isn't it?"[/color] Slurs one of the pirates, giving Barrington an evil eye. [color=Orange]"Gotta give it to the lass, she was right about you. Dangle a little Polly your way n' watch you jump..."[/color] While Polly is too far to hear them, she is obviously surprised by the sudden turn of events, bringing her hands to her mouth and taking a step back. She seems not to be the 'lass' they're referring to. [color=Orange]"We'll be taking your pistols n' blade, and then for that walk I mentioned..."[/color] [OOC]Drunken Pirates, initiative [url=http://invisiblecastle.com/roller/view/4732664/]1d6=4[/url]; the pirates have initiative +3, tied with Barrington, and Barrington wins the tie. If Barrington wants to shoot first, he can. You can make a Perception check to try to locate the third pirate in hiding. A Drunken Pirate, Stealth (disadvantaged) = 16 [url=http://invisiblecastle.com/roller/view/4732669/]1d20+2=16[/url] [url=http://invisiblecastle.com/roller/view/4732659/]1d20+2=19[/url][/OOC] [/SBLOCK] [OOC]I mentioned this in the out-of-game thread, but here's how I'm handling initiative: PCs and monsters have a static initiative value, usually equal to their Dexterity modifier. Monsters adjust their initiative value with a d6 roll where the result determines how they modify their initiative value: (1) -2 initiative, (2) -1 initiative, (3-4) no change, (5) +1 initiative, (6) +2 initiative. Ties always go to the players when dealing with minor NPCs and monsters, though against major villains Dexterity scores are compared.[/OOC] [/QUOTE]
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