Lucky Bastards

Night 1 : Plan

The heroes begin at the gates of the city, washing in the fountain where we left them…

Players state intended actions.

“Hold, warriors.” You hear the faint whisper of bells and silk from the alley to the right. A jeweled hand slithers out of the shadow, followed sinuously by the firm form of what appears to be a half-elf concubine. “Complimentary drinks for the heroes of the gates, loves.” Her wide eyes are heavily kohled, but otherwise her face is young and flawless. Thick dark hair is bound in a mesh of silver, and she wears a fine silk dancer’s outfit with an expensive trim of bells and gems. “A mutual friend might have a very profitable venture for you. Besides…the ladies at the Red Galleon appreciate such muscle on new….meat.”

Check to resist CHA beguile. DC 28. If fail—PCs head to the Red Galleon despite previous intent. If they resist, Kia will attempt to sway them even to the point of bribery.
Red Galleon, seedy tavern nestled right on the port desc from notes.

“If it ain’t our newest …’heroes’.” A rumbling tenor voice booms over the din of the bar. A swarthy, towering bearded man wearing roughspun laborer’s garb and a very, very large cugel shoves his way along the bar. “Ain’t you too good for our company?”

“Name’s Maddicus. Blacksmith, town mortician, town drunk, ...and friend of Robert Greene.” He says this with such intonation as if it should be quite significant to your company.

Maddicus, Lvl 8 fighter (temp stats sheet) Strength 20 (+5) Constitution 16 (+3) Dexterity 13 (+1) Intelligence 11 (+0) Wisdom 12 (+1) Charisma 10 (+0)

Height: 6’ 2” Weight: 220 lb Skin: Brown Eyes: Green Hair: Dark Brown; Thick Beard / Hirsute

Maximum Hit Points: 78 [includes toughness]

Bloodied: 39
Surge Value: 19
Surges / Day: 14 includes constitution modifier

Size: Medium Speed: 6 squares Vision: Normal

Initiative: 1d20 +9 = + 4 [half level] + 1 [dexterity] + 4 [improved initiative] Base Strength Attack: 1d20 +9 = + 4 [half level] + 5 [strength] Base Dexterity Attack: 1d20 +5 = + 4 [half level] + 1 [dexterity] Base Constitution Attack: 1d20 +7 = + 4 [half level] + 3 [constitution] Base Intelligence Attack: 1d20 +4 = + 4 [half level] + 0 [intelligence] Base Wisdom Attack: 1d20 +5 = + 4 [half level] + 1 [wisdom] Base Charisma Attack: 1d20 +4 = + 4 [half level] + 0 [charisma]

Armor Class: 15 = 10 + 4 [half level] + 1 [dexterity] Fortitude Defense: 22 = 10 + 4 [half level] + 1 [Human] + 2 [fighter] + 5 [strength] Reflex Defense: 16 = 10 + 4 [half level] + 1 [Human] + 1 [dexterity] Will Defense: 16 = 10 + 4 [half level] + 1 [Human] + 1 [wisdom]

Armor: None (street clothes)

Shield: None

Attacks:

Unarmed Melee: +9 [base strength attack] vs AC; damage 1[W]=1d4+5 [strength bonus]
Greatclub: +12 vs AC +9 strength attack[+1 two-hand talent]; damage 1[W]=2d4+5 [strength bonus] 10 lb (Mace)
Cleave +9w [base strength attack] vs AC
Tide of Iron +9w [base strength attack] vs AC
Crushing Surge +9w [base strength attack] vs AC
Covering Attack +9w [base strength attack] vs AC
Brute Strike +9w [base strength attack] vs AC
Crushing Blow +9w [base strength attack] vs AC
Crack the Shell +9w [base strength attack] vs AC
Iron Bulwark +9w [base strength attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving Throw: d20 + 1 [human perseverance] vs 10

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