The Four Lands - The Great North

Vadric, Warsong in hand, confronts the three men boldly. "Yes, let's call the Captain. And then he can search these quarters, and if something that bodes ill for the Western Star is found, you can suffer justice at his hands. I hear tell, that justice on the high seas is of necessity quite harsh. Walking the plank is not a fate that I would wish upon any..." The warrior-priest trails off for a moment as he glances around at the three men. "Or you can tell us what is going on, and perhaps we can come to an accord that does not involve your deaths."


OOC: Diplomacy +14 to convince the men to come clean...or to aid in a Diplomacy check by Anniston, since his Diplomacy bonus is quite a bit higher than Vadric's.
 

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Anniston grimaces as he steps through the door behind the impulsive knight, vowing to have a talk with Vadric about when it is appropriate to use force to open a door.

Upon entering the room, Anniston carefully notes the layout of the room, how many occupants are in the room, and in particular, where the occupants are located and what they did as a result of the door openning suddenly. Try to conclude what they might have been doing just prior to the door openning. As he makes these observations, he says,

"A man has been killed. We have information that leads us to believe that you are either involved with the murder above, or are planning to commit some other violence."

Negotiation with the two conspirators to try to extract a confession or other evidence (1d20+20=25)
 


Sailing North

Stepping boldy into the room Vadric and Anniston confront the three men and demand an explanation from them. The lead man seems cowered by the the long sword in Vadrics hand and the authoritative tone found in Anniston's voice. "Well your honors....we were just follwoing instructions ya know...did not mean any harm you see"

For Finnian
[sblock]as the man begins to spill his guts, Finnian detects the thought of violece towards him by the two men behind him[/sblock]

Initative please gentlemen

OCC: OH WHERE OH HERE IS SCOTLEY,,,
 


At the first sign of trouble, Vadric will strike with Warsong to subdue and try to prevent the man speaking from being harmed, should the foe target him.

Initiative 13

Also, Scotley is about...I saw him post in my game this morning.
 
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Jaroth

[ooc: Initiative = 15 ]

Jaroth pulls a tanglefoot bag out from his satchel and throws it at the shins of the man behind the speaker who is not flanked.

[ooc: Ranged Touch Attack Result (incl. -4 for throwing into melee and -2 for range increment) = 22

[ooc: Tanglefoot Bag: When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.]
 

Anniston AC: 23 (+11 armor, +1 dex, +1 dodge) Hitpoints: 92/92 most recent dice rolls

When Anniston sees that the speaker is in danger, he leaps forward and attempts to pull the man out of harms way, imposing himself between the speaker and the attackers.

To the speaker, "I think your mates mean you harm. Get behind me and we will protect you!"

Init vs three suspects (1d20+1=10)
Attempt to pull (graple?) the front man away from the other two who are behind him (1d20+15=31)
Strength check (if needed) to pull front man forward. (1d20+4=19)
 


Sailing North

Finnian warning comes just in time as the man directly behind the speaker lunges forward with a silverish weapon. Reacting quickly to the warning Jaroth explodes into action hurling a bag at the lunging man resulting in him being trapped in a gooey substance. Vadric also reacts and attempts to reach the on rushing attacker only to fall short as the man is entrapped in a gooey substance and pulls his attack but putting himself bewteen the the two men and the speaker. Slow to react to the intial warning, Anniston hurridly grabs and almost throw the speaker out into the hallway as places himself bewteen the man and his two friends. The remaing suspect does not respond with an outward motion but his hand is seen moving at his waist.

Actions?

OCC: Sorry for the delay, starting a new profession and have been busy with training schools and field work....
 

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