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Post by Tulio Talieffero on Oct 25, 2012 13:56:03 GMT -5
Roll(1d20)+5: 19,+5 Total:24 Crit!
Roll(1d6)+1: 2x2,+1 Total:5
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Post by Arehzo on Nov 1, 2012 9:22:11 GMT -5
The Bandit chief takes another bolt to the abdomen, he's bleeding freely now. His sword swing falls wide of its mark.
RtoA
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Post by Tulio Talieffero on Nov 1, 2012 14:52:07 GMT -5
Roll(1d20)+5: 10,+5 Total:15
Damage: Roll(1d6)+1: 6,+1 Total:7
Let's hope that ended it!
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Post by Arehzo on Nov 2, 2012 15:02:33 GMT -5
The bandit goes down after a final stab hits Tulio for 2.
What do you do next?
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Post by Tulio Talieffero on Nov 3, 2012 13:50:09 GMT -5
I'll check the caravan to see what was so precious that these bandits wanted to steal.
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Post by Arehzo on Nov 5, 2012 12:01:25 GMT -5
The caravan is filled with all sorts of "appropriated" goods for the shop. Since they look stolen, Mara wouldn't have been able to file any claims if they were stolen by the bandits. She will be very happy to get this back. Looks like you'll need to fix the wheel though...
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Post by Tulio Talieffero on Nov 5, 2012 13:17:21 GMT -5
I'll go ahead and get the wheel fixed to the beet of my ablities. Are there any roles i need to make for it, or do i just need to spend some time to fix it?
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Post by Arehzo on Nov 5, 2012 14:22:23 GMT -5
Just the commitment to doing it.
You fix the wheel and take the caravan back into town, returning the goods to Mara. You get a permanent +1 AC as she makes a promise to alter all future armor as well, as a thanks for bringing back her goods and uncovering the devious plot. You also get a 10% discount on items in her store.
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