Moderators: The Mod Squad, The Justice League


Grapple (1d20+7=24)
DC17 to resist grapple




"Don't tell meat anythin'. What you do, don't mention Boss Tiric!"
The second Kobold scoffed at the first, "Me no dumb! Me never tell about secret base!"
Melancholic Tune: Using long, waving movements, your blade sings a song of despair. Burst Area Affliction 7 (Resisted by Will; Entranced, Compelled, Controlled), Selective, Progressive, Limited (Requires a sword), Sense-Dependent (Auditory)




Trip Attack; Athletics (1d20+9=12, 1d20+7=20)
*I forgot the -2 on the check and still haven't used that +4 on a roll, if applicable I'd like to apply it here to the 12(10) to make it a 14.
Otherwise it's a botched job which is fine because we already have two.
I know I had to look it up, so I'm putting it here for easy reference:
TRIP: You try to trip or throw your opponent to the ground. Make a close attack check against your opponent’s Parry with a –2 circumstance penalty on the check. If the attack succeeds, make an opposed check of your Acrobatics or Athletics against your opponent’s Acrobatics or Athletics. Use whichever has the better bonus in each case.
If you win, the defender is prone in an area adjacent to you of your choice. If you lose, the defender immediately gets another opposed check to try and trip you. If it fails, the trip attempt ends.



Perception check 10 to notice mud on their boots. Perception 15 will notice algee which suggests they were by a river.





Taking 10 on the perception for 20, so she notices both things, though the mud aught to be pretty obvious given she got all muddy tackling her captive.
But as noted, just because they were by a river doesn't mean their base is there. They could have been fishing for all we know. THough it does give us somewhere to search, we also still have captives to question so we're not wasting out time on a potential red herring.


There I hope I now answered all questions.






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