Just One
To start, I'm more than happy to take the extra damage on the crit. Darn my bad math: I forgot about the darkness modifiers.
Now, on the other hand, Castille was supposed to cast Magic Missilie on Pled. As it stands, I'm happy with the way you handled your post regardless, Charles. So let's just leave it as is.
While Pled struggles with the torch, Castille continues to groan. He grips his arm as the poison begins to travel outwards. Than again, even the sorcerer's groans sound as chants to the untrained ears of frightened fighters.
Using the last remaining darkness to his advantage, Kaspar steps towards Pled in a swift display of agility. As the flames begins to flicker, the shadow of a half-orc darkens Pled's vision. There is no need to lunge, as his bastard sword is already cutting through the man's torso.
The torch fires up and then falls to the ground. Kaspar catches it with his open hand. He holds it up high for Bailey's sake; or rather to invoke the fear of the Elders in an already beaten man.
Castille comes forward griping his side. "You're wise to throw down your weapon. I still have half a mind to set you aflame," Castille threatens with a spiked voice, "but my friend has questions indeed."
Kaspar wipes the blood from his blade, and starts, "We're looking for Kegga. We're goin' to rescue him -- and you'll do fine to help us.
"I know you want to live. Still I don't know if you're a coward or confused. But I say you need to tell me what your friends are planning and how we can wreck the whole thing."
To overcome Pled's spot check of 12, Kaspar just barely matches. Then, on his attack roll, a natural 20 will erase all of Pled's hope for survival. Still, the damage roll is a mere 5. Sneak damage, though, brings the total to 5+8=13. He misses the crit chance. Then again, what's the point?
Now, on the other hand, Castille was supposed to cast Magic Missilie on Pled. As it stands, I'm happy with the way you handled your post regardless, Charles. So let's just leave it as is.
While Pled struggles with the torch, Castille continues to groan. He grips his arm as the poison begins to travel outwards. Than again, even the sorcerer's groans sound as chants to the untrained ears of frightened fighters.
Using the last remaining darkness to his advantage, Kaspar steps towards Pled in a swift display of agility. As the flames begins to flicker, the shadow of a half-orc darkens Pled's vision. There is no need to lunge, as his bastard sword is already cutting through the man's torso.
The torch fires up and then falls to the ground. Kaspar catches it with his open hand. He holds it up high for Bailey's sake; or rather to invoke the fear of the Elders in an already beaten man.
Castille comes forward griping his side. "You're wise to throw down your weapon. I still have half a mind to set you aflame," Castille threatens with a spiked voice, "but my friend has questions indeed."
Kaspar wipes the blood from his blade, and starts, "We're looking for Kegga. We're goin' to rescue him -- and you'll do fine to help us.
"I know you want to live. Still I don't know if you're a coward or confused. But I say you need to tell me what your friends are planning and how we can wreck the whole thing."
To overcome Pled's spot check of 12, Kaspar just barely matches. Then, on his attack roll, a natural 20 will erase all of Pled's hope for survival. Still, the damage roll is a mere 5. Sneak damage, though, brings the total to 5+8=13. He misses the crit chance. Then again, what's the point?

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