Thursday, February 12, 2009

Chapter 09

Roll Call:

Gherota, Human Fighter, Level 1. First and foremost a front-line swordswoman, and quite skilled. Irritated by Fisk's violent, exploitative worldview.

Gurnlocke Fisk, Dwarf Warlock, Level 1. A bitter spell-slinger with powers touched by brimstone. An advocate for Machiavellian methods and strategies.

Mairrethid, Human Wizard, Level 1. Student of mechanical magic and military theory, a war mage. Both moderate rationalist and mediator.

Mez Gobbo, Goblin Rogue, Level 1. Lockpick and shadow-skulking cut-throat. Motivated by enlightened self-interest, a mercenary.

Schlobrock, Ork Cleric, Level 1. Nature-worshipping shaman and medicine woman, with a huge axe. Has trouble pronouncing the letters F, S, T and V.


First Ch 01: Poot's Angels
Previous 
Chapter 08

 

When five adventurers were offered a substantial quantity of gold from a man who refused to offer specifics or answer questions, seeds of doubt and apprehension were planted in those five adventurers’ minds. However, between two assumptions--that they weren’t important enough to kill and that the man would want to see the job completed--and the price being right, the five proceeded. They were, thus, surprised to find themselves cornered far underground by a force of goblins that outnumbered them by more than three to one.

The five used a chokepoint within the fortress to their advantage in the coming fight, successfully destroying the goblin’s front-line fighters. However, a goblin spellcaster and a squad of goblin archers survived the battle, while four of the five adventurers were badly bloodied. The five fell back into their bolt hole, slamming and barring the door, to give themselves a chance to recuperate and plan their next move.

Gherota had twice fallen in combat, overcome by the goblins’ swords and a hex from their spellcasting leader. She was starting to come around, though, stabilizing and regaining consciousness.

Schlobrock didn’t benefit from the heavier armor and shield that Gherota carried into battle, and was definitely the worse for it. While still on her feet, Schlobrock was hurt very badly, a consequence of standing beside Gherota on the front line of the fight.

Mairrethid’s condition was equally dire. He had exchanged fire with the goblin spellcaster during the fight, and had been the loser. He weathered the consequences of that duel fairly well, but when Gherota collapsed a couple goblins penetrated within striking distance of the second rank. The unarmored Mairrethid received the brunt of those attacks.

Gurnlocke Fisk was in better condition that the others, having fed on the life force energy of fallen opponents throughout the fight to build protective shields. He was, however, still in bad shape.

Mez Gobbo, however, successfully avoided taking any damage at all during the fight. He had been very effective, wielding a crossbow and then his new magic shortsword to devastating effect. He was quick on his feet, though, and made good tactical decisions, all of which kept him out of harms way even as he felled enemies left and right.

The four who were wounded took a moment for themselves, resting for a few precious seconds to find a second wind, while Mez moved to help Gherota bind her wounds.

“You’re a nice goblin!” Gherota squealed at Mez as he approached, tearing a handkerchief into strips for bandaging.

“Don’t worry,” Mez said, assuringly, “I’m just trying to pick your pocket.”

Gherota chuckled a bit and let Mez help her.

“We need do dake a momend do ged dhiz bleeding under condrol,” Schlobrock announced.

“What about those goblins sending for reinforcements?” Fisk asked.

“We gave them enough time to assemble their forces the first time we baracaded ourselves in here,” Mairrethid argued. “I don’t imagine they had another force of similar size, gathering the back door or something in case our presence was some kind of feint.”

“I would be surprised if there weren’t a few more hobgoblins,” Mez suggested. “Any time you’ve got more than a dozen guys involved in something, they’re always going to post guards around what is most important to them.”

“Maybe this is what is most important to them,” Fisk suggested, pointing to the statue they had come to steal.

“If that’s true,” Mairrethid said, “then we’ll need to fight our way out, regardless. We should do what we can to recover from our wounds before we are forced to engage them again.”

“Yeah,” Schlobrock agreed.

“Okay,” Mez said, compromising. “But no more than five minutes. Whatever other men they have here, there may be another, larger force nearby. We could find ourselves surrounded by a small army very shortly, if we don’t get out of here quick.”

“We could try talking to them,” Mairrethid suggested. “Negotiate our way out.”

“They won’t negotiate,” Fisk said, “if that statue is the most important thing to them.”

“Maybe it isn’t,” Mez said.

“How do we know if we don’d azk?” Schlobrock asked.

“So, you want to just yell through the door, ask the goblin if we’ve got the most important thing in his entire castle?” Fisk challenged.

“More like, tell him we’re not interested in killing any more of his men,” Mairrethid countered. “I think I got nine, all by myself.”

“Not all by yourself,” Mez argued. “I messed a bunch of guys up, real bad.”

“Me too,” Fisk said, scowling at Mairrethid.

“My point is that we killed a lot of guys,” Mairrethid said, trying to calm his allies down. “That’s all, and maybe we don’t have to kill anymore. If they let us walk out of here unmolested, there is no reason for us to attack them, right?”

“Sure,” Mez agreed.

“I can think of a few reasons,” Fisk said, unconvinced.

“I won’t surrender,” Gherota burped from her position on the floor.

“Me either,” Fisk agreed.

“I’m not suggesting that,” Mairrethid said. “Just negotiation.”

“Even if we spend more time in an effort to recover,” Fisk argued, “the enemy is rallying against us, whatever their number.”

“Zcrew dheir number,” Schlrock interjected. “Gheroda and Merry can’d dake much more bighding.”

“And that goblin spellcaster hits hard,” Mairrethid added.

“Cats are brown now,” Gherota mumbled.

“So let me say, ‘hi,” Mairrethid argued. “What’s the worst that can happen?”

“Harkanian mind-probe,” Fisk snapped. “Once you open yourself to negotiation, they follow the psychic portal into your subconscious and boil your memories into nightmares. And bug-boy out there wouldn’t be the first goblin to learn the trick.”

“What?” Mez asked, confused.

“You’re a city goblin, you don’t know,” Fisk added, helpfully.

“You, on the other hand,” Mairrethid said accusingly, “are making all of this up. I know a think about the Harkanians.”

“Not nearly enough, college boy,” Fisk quipped.

“Look, I’m going to talk to him.” Mairrethid walked over to the door. “Goblins,” he called. “Look, we’ve already got what we came for. Maybe we can walk out of here without killing any more of your men.”

“What are your terms?” a small goblin voice answered back.

The five exchanged glances for a moment, unsure of how to proceed.

“He asked for terms, that means he feels vulnerable,” Fisk reasoned. “We can get him to make concessions beyond guaranteeing our safety out of here. In fact, maybe we should just rush out there and take him.”

Mez wasn’t sure he agreed, but riffed off the idea, projecting strength as he addressed the goblin, “We just needed a moment to drink a few healing potions, and we’re ready to be back in the fight, fresh and strong as when we started. So my only question for you is--what do you have to offer?”

“You’re a boastful liar,” the goblin voice replied, “and I think I may need to punish you for your hubris.”

Mez winced.

So did Fisk.

Mairrethid tried to correct the situation, “What we’re offering is a chance to let us walk out of here without any more fighting. I’m sure you realize, an effort to stop us will surely result in the deaths of more of your men, whatever the ultimate outcome.”

The goblin replied, “Maybe.”

Schlobrock whispered to Mairrethid, “We came in here and darded killing hiz guyz. How doez he led uz oud ob here and zdill lead dheze goblins? He’z god no backup, and he’z scared ob whad odher damage we’ll do do hiz crew.”

“You think he’s just posturing?” Mairrethid asked.

Schlobrock nodded, “He’z godda zabe az much bace az he can. We may or may nod be able do punch our way oud ob here, bud he’z godda bigure he mighd die in dhe addempd.”

“I don’t know about saving base,” Fisk interjected, “but he knows what’s in this room, and he’s got to be smart enough to connect the dots to that statue. If he cared that much about us taking it out of here, why would he have opened the door for negotiation in the first place?”

“I’ve got it,” Mez said. He called to the goblin leader, “Look, this goblin we aced here in the armory, he raped and killed my woman in Red Creek, so I got my guys together and tracked him to this hole as a debt of honor. We did what needed to be done, and were about to walk out of here, when you got in the way. So, we’re satisfied, and we can write the rest of this off to a misunderstanding.”

After a moment, the goblin leader’s voice came back, “True, an offense like that can’t be ignored, and old Bunny did like dangerous games.”

Mairrethid considered for a moment, and then suggested, “We don’t need much of a head start running out of here. Walk to the door, break into a run as soon as we’re in the clear or they start going for this room, to see what we might have taken. We can beat them heading back to the shaft up to the shepherd’s cottage, and block the door successfully so that they can’t pick us off while we climb.”

“Goblins might be able to run faster than us,” Fisk said.

“You mean,” Gherota interrupted, “faster than dwarves.”

“Or humans wearing heavy armor,” Fisk returned.

“Id will dibide dheir borcez burdher, bedween dhoze who can keep up and dhoze who can’d,” Schlobrock said. “Widh our already consziderable birepower and mighd, and dhe goblin leader nod wanding do cadch uz zo much, we will ged away ib we bollow Merry’z plan. Probably widh no more bighding.”

“That’s a vote for getting out as quick as we can,” Mez interpreted, “I think. I’ll add mine to it.”

“That’s three,” Mairrethid said. “A majority, I believe, for going with Mez’s fib and getting out of here as quickly as we can.”

“Fine,” Gherota said. “I’m game. Don’t expect me to make the final offer to the goblin, though.”

“Yeah,” Fisk added. “I think Mez will be best-able to seal the deal among us.”

“Tell me, then,” Mez called through the door to the goblin leader, “how about you just stand down, we stand down, we walk out of here, and you are left to tend to your dead, with our own twenty gold for your trouble and our apologies at not being permitted by other pressing concerns to stick around and pay our respects?”

“Fair enough,” the response came, quickly.

“That’s your twenty gold,” Fisk hissed at Mez.

“I’ve got it,” Mairrethid said, going into his purse and producing twenty coins. “We’ll vote, later, on whether we share the costs across all five of us. If we don’t, I’ll carry it myself, and applaud Mez for getting us out of here alive.”

Mez nodded in appreciation.

The five pulled themselves together for flight. A place was found, deep in Schlobrock’s backpack, to hide the statue they had come to steal. Gherota rediscovered her feet and composed herself. Slowly, each of them sounded off on being ready to go.

Gherota unbarred the door, with the other four arrayed behind her to provide fire support if necessary. She pushed the door open, to find the goblins having all relocated to the balcony on the opposite wall, though none of them were taking provocative action.

“Go in peace,” the goblin leader said, solemnly.

“Likewise,” Mez intoned, leading the party quickly, but cautiously, out of the hall.

There were no more goblins waiting for them outside, and the way back to the tunnel was clear. Just as Schlobrock passed through the door, leaving the goblin fortress, she noticed the goblin leader signal to one of his men to go check out the room.

“Run,” Schlobrock said, and without a word the five set off at a full run.

Their flight went much the way Mairrethid predicted. Behind them, they could hear the goblins start howling about the missing statue, and then the leader’s order to pursue. The goblins were quick, but they weren’t much quicker than the fleeing five, and less so when they stopped momentary to fire off arrows. The goblin leader threw a few spells after them too, but nothing that actually caused any damage or slowed their escape.

When the five reached the shaft up, Mez rigged the previously-trapped door so it couldn’t open while the others made the climb back to the shepherd’s house. Mez followed quickly, clearing the shaft before the goblins made it to the door.

Fisk pitched several pints of lamp oil down, and Mairrethid ignited it with a fire spell.

“That’ll take care of the landing at the bottom,” Mairrethid chuckled, “and give them another obstacle to clear coming up after us. After the fire dies down, of course.”

“I’m sure they’ve got another way out of their hole,” Mez cautioned, “but we saw no evidence of it, so it will take a while for them to get to it. Plenty of time to get away.”

“A good day’s work,” Gherota said.

“We could have taken those runts,” Fisk added, bitterly.


Next: Chapter 10

Sunday, February 8, 2009

Chapter 8 Combat Simulation Notes

Initiative

Mez - 22

Blackblade 2 - 18

Merry - 16

Hexer - 15

Archer - 14

  • Archer 1
  • Archer 2
  • Archer 3
  • Archer 4

Gherota - 14

Schlob - 12

Blackblade 1 - 11

Soldier C - 10

  • Grunt C1
  • Grunt C2
  • Grunt C3
  • Grunt C4

Fisk - 6

Soldier B - 2

  • Grunt B1
  • Grunt B2
  • Grunt B3
  • Grunt B4

Round 1

Mez – Sly Flourish crossbow shot out of the room at Soldier B0 (atk 29 crit, dmg 14 + 6 sneak attack, hp 27).

Blackblade 2 – Takes up position 2 squares from door against wall, doesn’t engage.

Merry – Scorching blast centered on Soldier B0 (atk 15, miss), with 2 minions in blast range (B1, atk 7, miss) (B2, atk 20, dmg 7, kill) (B4, atk 9, miss). Action point, summons Flaming Sphere behind Soldier B0 and attacks him (atk 7, miss). Moves to get position vs Archers.

Hexer – Vexing Cloud centered on Gherota, putting everyone at -2 attack until they leave the cloud, and an additional -2 against goblins in the cloud (concealment).

Archer – Schlob (atk 9, miss).

Archer 1 – Fisk (atk 17, dmg 6, hp 26).

Archer 2 – Merry (atk 12, miss).

Archer 3 – Gherota (atk 22, dmg 4, hp 22).

Archer 4 – Schlob (atk 12, miss).

Gherota – Handaxe at Soldier B0 (atk 22, dmg 7, hp 20, bloodied).

Schlob – Lance of Faith at Hexer (atk 6, miss).

Blackblade 1 – Stands pat, no action.

Soldier C – Waits until Soldier B gets to move.

  • Grunt C1 -
  • Grunt C2 -
  • Grunt C3 -
  • Grunt C4 -

Fisk – Places his Warlock’s Curse on Soldier B0, then Vampiric Embrace (atk 19, dmg 15 + 2 curse, hp 3). Fisk gains 7 thp.

Soldier B – Burned by Flaming Sphere (6 hp, dead), dies. Fisk gains 4 thp (total thp 11).

Grunt B1 – Advance and Longsword against Schlobrock (atk 19, dmg 5, hp 20)

Grunt B2 – Already Dead

Grunt B3 – Burned by Flaming Sphere (atk 12, miss). Advance and Longsword against Gherota (atk 15, miss).

Grunt B4 – Burned by Flaming Sphere (atk 19, dead)

Soldier C – Burned by Flaming Sphere (dmg 8, hp 39). Advance and Spear against Gherota (atk 17, miss).

Grunt C1 – Advance and Longsword Schlobrock (atk 19, dmg 5, hp 15).

Grunt C2 – Gets away from allies.

Grunt C3 – Gets away from allies.

Grunt C4 – Stands there like an idiot.

Round 2

Mez – Waits until after Fisk acts.

Blackblade 2 – Waits until after everyone acts.

Merry – Sustains Flaming Sphere and sends it toward Hexer, attacking with it (atk 1 critical miss).

Hexer – Burned by Flaming Sphere (dmg 9, hp 37). Sustains Vexing Cloud and moves it forward slightly, to keep party covered and give goblins more room to maneuver. Blinding Hex against Mairrethid (atk 19, dmg 9, hp 12, blinded). Moves away from Flaming Sphere.

Archer – Arrow against Fisk (atk 13, miss)

Archer 1 – Arrow against Gherota (atk 13, miss)

Archer 2 – Arrow against Mez (atk 1 critical, miss)

Archer 3 – Arrow against Gherota (atk 25, dmg 6, hp 16).

Archer 4 – Burned by Flaming Sphere (atk 14, dead).

Gherota – Draws Longsword, Footwork Lure against Soldier C0 (atk 25 critical, dmg 14, hp 25), stepping out and sliding C0 behind him.

Schlob – Healing word on Gherota (heal 9, hp 25). Righteous Brand, Soldier C0 (atk 8, miss).

Blackblade 1 – Advance and attack Gherota flanking with Swort Sword (atk 23, dmg 3 + 6 combat advantage, hp 16).

Fisk – Shift away from Soldier C0. Curse on Soldier C0. Hellish Rebuke on Soldier C0 (atk 11, miss).

Mez – Draws Short Sword, dropping Crossbow. Attacks Soldier C0 with Sly Flourish (atk 20, dmg 6 + 11 sneak attack, hp 8).

Soldier B - Dead

Grunt B1 – Longsword against Schlobrock (atk 26 critical, dmg 5, hp 10 bloodied).

Grunt B3 – Longsword against Gherota (atk 12, miss).

Soldier C – Spear against Gherota (atk 21, dmg 5, hp 11 bloodied).

Grunt C1 – Longsword against Gherota (atk 20, dmg 5, hp 6 bloodied).

Grunt C2 – Advance, Longsword against Gherota (atk 22, dmg 5, hp 1)

Grunt C3 – Advance, but keeps spacing away from others. Doesn’t engage.

Grunt C4 – Advance, attack Gherota (atk 28 critical, dmg 5, hp -4).

Blackblade 2 – Moves into room, attacks Fisk (atk 13, miss).

Round 3

Merry – Saves against blindness (save 10). Force Orb against Soldier C0 provokes attack from Blackblade 2 (atk 22, dmg 3, hp 9 bloodied), attack hits (atk 16, dmg 9, dead) and secondaries Blackblade 2 (atk 4, miss), C1 (atk 18, dead), and B3 (atk 20, dead). Sustains and moves Flaming Sphere against near enemies.

Hexer – Stinging Hex against Merry (atk 9, miss).

Archer – Arrow at Fisk (atk 17, dmg 9, thp 2)

Archer 1 – Arrow at Fisk (atk 25, dmg 10, thp 0, hp 26)

Archer 2 – Arrow at Mex (atk 15, miss)

Archer 3 – Arrow at Fisk (atk 27, dmg 8, hp 18)

Gherota – Death save (roll 16)

Schlob – Warrior’s Surge against B1 (atk 17, dead) heals (heal 6, hp 16). Healing Word on Gherota (11, hp 7).

Blackblade 1 – Burned by Flaming Sphere (dmg 8, hp 17). Advances to position of Blackblade 2, provoking opportunity attack from Schlob (atk 23 crit, dmg 15, hp 2 bloodied) and Mez (atk 9, miss), using Sneaky to take his position. Short sword against Mairrethid (atk 22, dmg 6, hp 3).

Fisk – Shifts backwards, curses Blackblade 1, wallops him with Eldritch Blast (atk 15, dmg 13, dead). Absorbs power (thp 4).

Mez – Sly Flourish against Blackblade 2 (atk 17, dmg 11 + 6, hp 8 bloodied). Takes cover against wall.

Soldier B - Dead

Grunt B1 – Dead

Grunt B3 - Dead

Soldier C – Dead

Grunt C1 - Dead

Grunt C2 – Burned by Flaming Sphere (atk 10, miss). Advances and attacks Gherota (atk 17, miss).

Grunt C3 – Burned by Flaming Sphere (atk 12, miss). Advances and attacks Gherota (atk 15, miss).

Grunt C4 – Burned by Flaming Sphere (atk 19, dead)

Blackblade 2 – Short Sword against Gherota (Atk 18, miss)

Round 4

Merry – Waits for Mez to act.

Hexer – Sustains Vexing Cloud. Blinding Hex on Gherota (atk 23, dmg 11, hp -4, blind).

Archer – Arrow at Fisk (atk 12, miss)

Archer 1 – Arrow at Fisk (atk 20, dmg 9, thp 0, hp 13 bloodied)

Archer 2 – Arrow at Schlob (atk 17, dmg 8, hp 8 bloodied)

Archer 3 – Arrow at Schlob (atk 20, dmg 5, hp 3 bloodied)

Gherota – Fail blindness save (roll 5), fail death save (roll 7).

Schlob – Waits for Merry.

Fisk – Curse on Blackblade 2. Hellish Rebuke (atk 24, dmg 11 + 4 curse, dead) pact boon (thp 4).

Mez – Sly Flourish against C3 (Atk 20, dead). Advances on C2, uses Action Point for another attack (atk 12, miss).

Merry – Magic Missile against C2 (Atk 18, dead). Moves Flaming Sphere towards balcony archers, leaving it in scorching distance of Archer A3.

Schlob – Grabs and pulls Gherota back into room, slams door shut, and drops bar.

Soldier C - Dead

Grunt C1 - Dead

Grunt C2 - Dead

Grunt C3 - Dead

Grunt C4 - Dead

Blackblade 2 - Dead

Round 5

Hexer – Blinding Hex against door (atk 10, dmg 11, hp 9).

Archer – Idle.

Archer 1 – Idle.

Archer 2 – Idle.

Archer 3 – Burned by Flaming Sphere (atk 15, dead).

Gherota – Fails Blindness Save (roll 3), aces Death save (roll 20, hp 6).

Fisk – Second Wind (hp 21)

Mez – Heals Gherota w/untrained skill check (roll 13, hp 12)

Merry – Sustains Flaming Sphere. Second Wind (hp 5).

Schlob – Second Wind (hp 9).

Discussion: First question--wait to heal or not. Then three options--fight, run, talk terms. Worry about reinforcements, but dismissed, since they had plenty of time to muster before fight started. Talk terms, to earn enough time for a short break? Maybe.

Merry – Diplomacy check (roll 20, opposed Diplomacy check rolls 10, success!)

Complex Challenge, The Negotiation. (complexity 3, 8 success before 4 failures, diplomacy and bluff and insight.

Thursday, February 5, 2009

Character Stats as of Chapter 08

These are character summaries, generated through the official Dungeons and Dragons Character Builder. (It is worth subscribing to insider for a month to download the thing... I strongly recommend it.)

These are the characters at level 1, just after the Chapter 08 fight.


Gherota, level 1
Human, Fighter
Fighter Talents: One-handed Weapon Talent

FINAL ABILITY SCORES
Str 20, Con 11, Dex 14, Int 10, Wis 10, Cha 8.

Starting Ability Scores
Str 18, Con 11, Dex 14, Int 10, Wis 10, Cha 8.

AC: 19 Fort: 18 Reflex: 15 Will: 11
HP: 26 Surges: 9 Surge Value: 6

TRAINED SKILLS
Intimidate, Heal, Athletics, Endurance.

FEATS
1: Action Surge
1: Weapon Focus (Heavy Blade)

POWERS
1, At-Will: Cleave
1, At-Will: Reaping Strike
1, At-Will: Footwork Lure
1, Encounter: Spinning Sweep
1, Daily: Villain's Menace

ITEMS
Scale Armor, Heavy Shield, Longsword, Throwing hammer, Sling, Sling Bullets (40), Backpack (empty), Bedroll, Flint and Steel, Pouch, Belt (empty), Rations, Trail, Rope, hempen (50 ft.), Torch (10), Waterskin, Bracers of Mighty Striking (heroic tier)



Gurnlocke Fisk, level 1
Dwarf, Warlock
Eldritch Blast: Eldritch Blast Constitution
Eldritch Pact: Infernal Pact

FINAL ABILITY SCORES
Str 10, Con 20, Dex 8, Int 14, Wis 13, Cha 10.

Starting Ability Scores
Str 10, Con 18, Dex 8, Int 14, Wis 11, Cha 10.

AC: 14 Fort: 15 Reflex: 13 Will: 12
HP: 32 Surges: 11 Surge Value: 8

TRAINED SKILLS
Insight, Religion, Arcana, History.

FEATS
1: Improved Dark One's Blessing

POWERS
1, Encounter: Vampiric Embrace
1, Daily: Flames of Phlegethos

ITEMS
Leather Armor, Dagger, Warhammer, Backpack (empty), Bedroll, Flint and Steel, Lantern, Oil (1 pint) (10), Rations, Trail, Waterskin



Mairrethid, level 1
Human, Wizard
Arcane Implement Mastery: Staff of Defense

FINAL ABILITY SCORES
Str 10, Con 11, Dex 8, Int 20, Wis 14, Cha 10.

Starting Ability Scores
Str 10, Con 11, Dex 8, Int 18, Wis 14, Cha 10.

AC: 16 Fort: 11 Reflex: 16 Will: 15
HP: 21 Surges: 6 Surge Value: 5

TRAINED SKILLS
Insight, Arcana, History, Diplomacy, Dungeoneering.

FEATS
1: Ritual Caster
1: Linguist
1: Defensive Mobility

POWERS
1, At-Will: Magic Missile
1, At-Will: Scorching Burst
1, At-Will: Thunderwave
1, Encounter: Force Orb
1, Daily: Flaming Sphere
Spellbook: Sleep

ITEMS
Spellbook, Cloth Armor (Basic Clothing), Quarterstaff, Dagger, Backpack (empty), Bedroll, Candle (10), Flask (empty) (5), Flint and Steel, Hammer, Lantern, Oil (1 pint) (5), Pitons (10), Pouch, Belt (empty) (4), Rations, Trail, Rope, hempen (50 ft.), Tent, Waterskin, Comprehend Language, Tenser's Floating Disk, Make Whole



Mez Gobbo, level 1
Goblin, Rogue
Rogue Tactics: Artful Dodger

FINAL ABILITY SCORES
Str 8, Con 11, Dex 20, Int 10, Wis 10, Cha 16.

Starting Ability Scores
Str 8, Con 11, Dex 18, Int 10, Wis 10, Cha 14.

AC: 17 Fort: 10 Reflex: 18 Will: 13
HP: 23 Surges: 6 Surge Value: 5

TRAINED SKILLS
Stealth, Thievery, Perception, Streetwise, Acrobatics, Bluff.

FEATS
1: Backstabber

POWERS
1, At-Will: Deft Strike
1, At-Will: Sly Flourish
1, Encounter: Positioning Strike
1, Daily: Easy Target

ITEMS
Leather Armor, Dagger (4), Hand Crossbow, Backpack (empty), Bedroll, Candle (5), Flask (empty) (3), Flint and Steel, Grappling Hook, Rations, Trail, Rope, Silk (50 ft.), Thieves' Tools, Waterskin, Duelist's Short sword +1



Schlobrock, level 1
Orc, Cleric

FINAL ABILITY SCORES
Str 20, Con 13, Dex 10, Int 10, Wis 14, Cha 8.

Starting Ability Scores
Str 18, Con 11, Dex 10, Int 10, Wis 14, Cha 8.

AC: 16 Fort: 15 Reflex: 10 Will: 14
HP: 25 Surges: 8 Surge Value: 6

TRAINED SKILLS
Religion, Arcana, Insight, Heal, Nature.

FEATS
1: Ritual Caster
1: Warrior of the Wild

POWERS
1, At-Will: Lance of Faith
1, At-Will: Righteous Brand
1, Encounter: Wrathful Thunder
1, Daily: Avenging Flame

ITEMS
Ritual Book, Gentle Repose, Chainmail, Morningstar, Javelin (5), Dagger, Animal Messenger, Backpack (empty), Bedroll, Flint and Steel, Pouch, Belt (empty) (2), Rations, Trail, Rope, hempen (50 ft.), Torch (10), Waterskin, Flask (empty) (3), Vicious Spear +1