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  1. - Top - End - #1
    Barbarian in the Playground
     
    ninthbit's Avatar

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    Default Iron Kingdoms (Pathfinder) [IC]

    Gunner Wadock:
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    Synopsis: You have been hired by the Merchants Guild in Fellig to guard a caravan on the treacherous route to Corvis. The journey will take more than two weeks and passes through rocky mountain passes, dense forest, and swampy lowlands. For your services you are to be paid 100 Crowns (gold) each at the end of the trip.

    You all arrive as Gunner Wadock, the merchant you’ve been hired to escort is finishing loading his last few crates. The caravan consists of 5 horse drawn wagons with an additional 4 pack horses tied off on the rear cart. From what can be seen, it’s a packed load. The wagons have open tops with several crates tied down and even some chests lashed to the sides. "I’d say ya got about a half-hour before we go. Once the gobbos lash down the last of them crates we’re punching out to Corvis. If you have any last minute needs, now is your last chance. Otherwise, feel free to stow your gear where you see fit and grab a spot. If you got mechstuff that needs charging, get with Jeedem and top em off." He point over to the Gobber sitting in the driver’s seat of the third wagon. "We don’t want your gear going out on the road."

    OOC:
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    At this point your characters have a chance to purchase anything they may need (if they haven't already). Once on the trail, the wagons will be single file as numbered. You can stash gear on the wagons, but you will obviously be required to keep you weapons on you.

    Pick where you will be for the marching order for the trip. You can walk, sit next to a driver, or on top of the crates in the back. The first wagon will have Gunner Waddock and his driver up front(another human named Viggo).

    Map:
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    The trip is two weeks, Jeedem is a bodger who has hacked up a way to transfer charges from a scrapped super-heavy he keeps on his wagon into smaller accumulators. He'll recharge you every few nights.
    Last edited by ninthbit; 2012-06-22 at 11:19 AM. Reason: update title
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    Just 1 PC at GitP. I mostly play over at RPOL .

  2. - Top - End - #2
    Pixie in the Playground
     
    ClericGuy

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    Default Re: Iron Kingdoms (Pathfinder) [IC] Group1

    Caggedar heaves his laden pack onto a shoulder, looking at the wagons in order. As his eyes settle on the third cart, he grunts quietly and moved towards it, stowing his pack and mounting the seat next to it's Gobber pilot.
    MastaBakah
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  3. - Top - End - #3
    Barbarian in the Playground
     
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    Default Re: Iron Kingdoms (Pathfinder) [IC] Group1

    James

    James shrugged at the offer to prepare some more. He had what he needed and didn't have enough gold to get anything else, so he shrugged his pack in the cart he was directed to do so and waited near the crates in the rear of the caravan. He spent a moment adjusting his shoulder holster for his bow, making sure he had a clean draw, adjusting his hat to protect his eyes from the sun and finally adjusting his belt because he was bored. He didn't say anything, but the way his eyes looked over the others in the group said that he was studying them, gauging their abilities as best he could and deciding how much effort he was going to be putting into this job.
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  4. - Top - End - #4
    Dwarf in the Playground
     
    PaladinGuy

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    Alacyr lets his gaze pass over the caravan, nodding absently as he listened to the merchant. After Wadock finishes talking, Alacyr pats his claymore hanging on his back, commenting in his odd accent "No need to worry about such things for me, thanks though."As the others broke off, he noted where they went and made his way between the first and second cart. While waiting for the merchants to get underway, Alacyr shifts his claymore so that he'd be comfortable for the long march. And he spends the rest of the time getting lost staring at a pocket watch, murmuring in an odd language.
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  5. - Top - End - #5
    Dwarf in the Playground
     
    BlackDragon

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    After Wadock finishes talk Caine moves to cart #2 were after checking over his gear to make sure he had everything he need and nothing was left at the Union bunk house, he quickly removes the package he is suppose to deliver from his backpack and puts it in an inner pocket of his jacket. He then grabs his Liber Mechanika and writting tools out and takes a seat next to the driver where he spends to rest of the time looking over his spells and notes he had written in the book and then proceeds to start drawing eary sketches for future constructs he would like to build when he recieves the proper funding.

  6. - Top - End - #6
    Barbarian in the Playground
     
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    Default Re: Iron Kingdoms (Pathfinder) [IC] Group1

    Almost two weeks in, the trip has been relatively uneventful. As the sun begins to start setting, the caravan exits the forest. Rolling through a clearing, it slows to a halt. Gunner hops down from the lead wagon, Gents, can I get you to check out the area, we’re setting up camp here for the night. The easy parts over. We have the Thornwood behind us. It’s Widower’s Wood that causes this to be called the muck-run. We ‘ll have three hard days of swamp ahead of us, then well be at the City of Ghosts.

    James and Cagedaar
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    The two of you find a trail left by what you suspect to be a gorax. From the signs of it, it looks to have been moving towards Widower's Wood. There are occational blood droplets along the path.
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    Just 1 PC at GitP. I mostly play over at RPOL .

  7. - Top - End - #7
    Dwarf in the Playground
     
    BlackDragon

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    Default Re: Iron Kingdoms (Pathfinder) [IC] Group1

    Caine climbs on to of the supplise on his cart and while standing up yells I will keep watch as everyone else sets up and then he pulls out his wand and remains vigilant

  8. - Top - End - #8
    Pixie in the Playground
     
    ClericGuy

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    Caggedar roars Ware, brethren! There are Gorax about, and wounded. That will make it dangerous.]
    MastaBakah
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  9. - Top - End - #9
    Dwarf in the Playground
     
    PaladinGuy

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    Alacyr checks his watch, and tells the others, "I'll walk the perimeter for the next couple hours. I'll try and stay in sight, or at least earshot. If anything happens, just yell." And with that, Alacyr unsheathed his claymore and made his way a good twenty yards out before starting his stroll around camp, going out about ten yards with every cycle, hoping he'd find this creature before it gets anywhere near the camp.
    Last edited by Valdren; 2012-06-21 at 12:22 PM.
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  10. - Top - End - #10
    Pixie in the Playground
     
    ClericGuy

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    After assuring his words were heard, Caggedar readies his pole arm and cautiously makes his was along the blood trail, beckoning James to follow (and not waiting to see if he does).
    MastaBakah
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  11. - Top - End - #11
    Dwarf in the Playground
     
    BlackDragon

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    Checking himself over to make sure everything shinny on his body is hidden and then yellsAy lads, make sure verything sinny is covered up and hidden. I've seen these things tear large men to shreds in a matter of seconds at the fights in the Five Fingers and shiny things only make them more aggressive. than he readies his wand and and greats ready for an attack that may or many not come (ready action)

  12. - Top - End - #12
    Barbarian in the Playground
     
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    James

    The rather rugged and ragged looking man sort of hangs in the back of things while everything is going on. His keen eyes help him spot the trail and the blood along with one of the other fellows but, other then that, he doesn't really do or say much. When the other fellow that spotted the trail beckons for him to follow, James nods and goes about it as quietly as possible.

    OOC
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    Going to follow Caggedar with a stealth roll...
    (1d20+7)[14]
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  13. - Top - End - #13
    Barbarian in the Playground
     
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    James and Caggedar:
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    The trail is easy enough to follow back to its source. Much of the waist-high wild grass is broken over from when the beast passed through. As Caggedar follows the trail it eventually opens to a larger area of flattened grass. The area has blood splattered is several directions. From the scraps of flesh and other animal sign, it appears that the gorax killed a wild-boar or two; likely it was just hunting for a meal. The pools of blood have either soaked into the ground or dried, and the flesh bits have flies all over them. The kill shows to have happened several hours ago.

    The blood left on the trail was the drips left from the dead swine’s carcass. Any surviving animals from the drove have scattered already. There seems to be little else of interest here.


    Alacyr:
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    Alacyr finds nothing of intrest on the other side of the trail. The area seems safe enough to camp for now.
    Last edited by ninthbit; 2012-06-22 at 08:08 AM.
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  14. - Top - End - #14
    Pixie in the Playground
     
    ClericGuy

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    After surveying the scene enough to get the full picture, I look at James, nod, and begin back towards the wagons. Should nothing interrupt me, I continue past, down the blood trail the gorax left.
    MastaBakah
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  15. - Top - End - #15
    Barbarian in the Playground
     
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    As Caggedar follows the trail off towards Widower’s Wood, Gunner give a call out to Caggedar, If he’s run off into the wood, we don’t be needing to follow. I’m not paying to have you go looking for the trouble. Just be ready in case he returns.

    Waddock’s crew sets the camp and starts cooking a meal. As they sit around the fire to eat they discuss the woods.
    Gorax eh? I’m not too concerned about a gorax or two. Its them swamp shamblers that will get you. You see, these dark swamps ‘r cursed. Anyone who dies and is left in the Wood will rise up and come after those that left ‘em.

    Those are just ghost stories. Swampies been calling this place home since ol Menoth s*** man out his bum. Them blokes die just like anyone else… why aren’t their mates coming kill them if they never leave the Wood? … eh?… nothing to say there huhh?

    There not just stories… you can ask the swampies tomorrow. I’m sure they’ll tell you all about them.
    The driver pauses for a second. I suppose you’re going to say that the Prospector is just a story too. People saw him… people alive today seen him first-hand, putting his gold in the Corvis bank.

    Orven?!? Aye he’s real… real dead. No one’s seen that git in over 20 years. Maybe one of your shamblers got em.
    The second driver chuckles a little.

    If not him, then something else in the Wood, it’s not as if it lacks options. I hear his gold is still in the banks vault. No one has ever turned up with the chits to claim it.

    The Gunner chimes in as he fixes a serving, You bunch whine like a couple of women.

    The men continue on having a casual conversation, eating as they talk.
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    Just 1 PC at GitP. I mostly play over at RPOL .

  16. - Top - End - #16
    Dwarf in the Playground
     
    PaladinGuy

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    Content that his search came up empty, Alacyr makes his way back toward camp. Upon hearing the conversation, Alacyr can only give a crooked smile. He speaks up to them as he finds a comfortable place on the ground where he can keep watch. "Perhaps you should put more faith in ghost stories. In my land, our ghosts are real, and you may find yourself hunted by those you once loved. Though you needn't worry, we mercenaries will protect you from your 'shamblers' and the like." Looking to the other mercenaries, he adds, "That reminds me, does any of you care how we will take watch? I and another can each go split the night, and then catch up on sleep in a wagon during the morning."
    Last edited by Valdren; 2012-06-22 at 12:26 PM.
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  17. - Top - End - #17
    Pixie in the Playground
     
    ClericGuy

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    I pause in my steps, considering Gunner's words. "My mistake. Zeal got the better of me." I then sit and slowly consume my fill of the evening's meal.
    Last edited by MastaBakah; 2012-06-22 at 12:46 PM.
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  18. - Top - End - #18
    Dwarf in the Playground
     
    BlackDragon

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    Default Re: Iron Kingdoms (Pathfinder) [IC]

    caine chimes in Ha! I might just try to claim the gold for myself when I get to Corvis. How much do you think in there anyway.

  19. - Top - End - #19
    Barbarian in the Playground
     
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    Waddock addresses the question of guard shifts, You won't want to be doing that. Tomorrow we'll be in Widower's Wood. We'll need everyone rested and alert. I've lost men just stopping to let them piss. The mist gets so thick you can't even see your dragon.

    Go get the gold... Aye, good luck with that. The chits are written on a specially treated vellum and affixed with a seal. You'd have a better chance breaking in. No, the only way to get that gold is to find his mine. Many have tried, most don't return. Legends say it's on the east bank of the Black. That was the gate he was seen coming through.


    Edit: changed west to east. Wrote the wrong side of the river.

    [OOC]
    The Black is the Black river, its the IK version of the Mississippi. Steam boats use it as a major highway for cargo\commerce.
    Last edited by ninthbit; 2012-06-23 at 05:10 PM.
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  20. - Top - End - #20
    Dwarf in the Playground
     
    BlackDragon

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    Default Re: Iron Kingdoms (Pathfinder) [IC]

    Grinning Just might just have to try my luck and than getting up and walking to his hammock Wake me, if you need me.

  21. - Top - End - #21
    Pixie in the Playground
     
    ClericGuy

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    With the table manners of a savage barbarian, I ask the men "This Prospector, do the tails paint him as one who haunts, one who hunts? Or are the tails simply to entice the greedy?
    MastaBakah
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  22. - Top - End - #22
    Barbarian in the Playground
     
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    As I here it, he's just a man like any other. Bit of a hermit.. secretive and living at his hidden mine. About every month or so he would sneak into the city and deposit his crudely smelted bullion. Then out of the blue, he stopped coming. He's no heirs that are known, so anyone that can produce them chits can claim his holdins.
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  23. - Top - End - #23
    Dwarf in the Playground
     
    PaladinGuy

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    Alacyr takes one last look at his pocket watch before stowing it away and getting comfortable leaning against one of the wagon wheels. He clutches his sword as he let's himself drift off to sleep. "Just wait until after the mission to run off for your cursed gold."
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  24. - Top - End - #24
    Barbarian in the Playground
     
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    The next day’s travel takes you deep into Widower’s Wood. The place feels aptly named. As you entered, the black, twisted trees join overhead forming a thick canopy of entangled branches which keeps the air stale and blots out the sun. The entire swampy forest has a perpetual misty fog. With the trees blocking most of the sun and the fog obscuring your sight, the place feels almost subterranean. The trail follows the stiffest sections of ground, but that still leaves the wagons’ wheels the better part of a foot deep in the mossy muck at times. The horses are straining to pull the wagons through. The only sounds are the rattles of the wagons and the buzzing of insects.

    OOC:
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    Limited sunlight\Light fog conditions - The wagons have oil lamps that add some light, but it also brightens the fog. The fog obscures all sight beyond 30 feet, including darkvision (provides total concealment). Creatures 15 feet away have typical concealment (20% miss chance)
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    Just 1 PC at GitP. I mostly play over at RPOL .

  25. - Top - End - #25
    Dwarf in the Playground
     
    PaladinGuy

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    As they enter the forest, Alacyr makes his way about ten feet in front of the caravan. "Let us hope nothing has given way since last you traveled here." He says as he passes Gunner. Staying as dry and unstuck as possible, he keeps an eye out for any natural hazards that may have come about since last anyone passed through here.

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    Taking a 10 on survival if possible, for an 18
    Should we be making perception checks as well? Or can we just take tens on those to help speed things along?
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  26. - Top - End - #26
    Barbarian in the Playground
     
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    James

    As quiet as ever James peers carefully through the fog, watching for signs of danger. For some reason his bow is still in the harness on his back, when most would have them in hand. Something about the way he sits though, the way his arm twitches as sounds he can't quickly identify, suggests the holstering of the bow is a matter of formality. To make things easier for the horses he has removed himself from his perch on the crates and now walks along side with some of the others.

    OOC
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    Will help with survival if necessary, taking ten for a total of 21.
    And, in case you need a perception roll, (1d20+10)[15]
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  27. - Top - End - #27
    Pixie in the Playground
     
    ClericGuy

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    I seem in oddly high spirit, considering the atmosphere. Taking a forward position and checking the path for snags with Alacyr, I quietly hum a dwarven childrens song about bog monsters to myself.
    MastaBakah
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  28. - Top - End - #28
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    The first day in the Wood is grueling and exhausting. For those that walked, their legs are on fire. The soft muddy ground is slowing you down, and the fog keeps you on high alert. If it wasn’t for gunner and his experienced drivers, you would likely lose the path and get lost.

    After a long 11 hour day of driving, the caravan finally reaches a small swampie waypoint. This family of humans have chosen to setup their home on the midpoint of the path; providing travelers a needed respite and a place to sleep out of the muck.

    The home consists of two structures. The north side has the "inn", which is really nothing more than a large room with some hammocks and a bricked fire-pit. On the south side of the path is the family home. It’s a small run down shack made from scavenged materials and local wood. The side of the home has a lean-to roof, underneath are strange looking animal pelts and scattered stacks of peat bricks left out to dry.

    OOC
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    Those who walked are fatigued
    Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.
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  29. - Top - End - #29
    Barbarian in the Playground
     
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    Default Re: Iron Kingdoms (Pathfinder) [IC]

    The next day, as you travel the mist starts to thicken, visibility is hampered even worse. Most of you notice a peculiar smell in the air. Cagedaar is the first to identify it… Gobbers Fog!!! Everyone watch for an ambush. They’ll here somewhere. Look for movement.

    As the caravan works to pass the area a loud pop and the wail of a pained horse is heard from the front. Cag and Alacyr turn around to see that several spears gored the lead horse from below.

    In Gobberish:
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    NOW!!!


    Suddenly a series of darts come flying.

    OOC:
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    Mud causes half movement.
    20% Concealment outside of 10ft
    50% Full Concealment outside of 20ft

    Type poison (injury); Save Fortitude DC 13
    Frequency 1/minute for 2 minutes
    Initial Effect unconsciousness for 1 minute;
    Secondary Effect unconsciousness for 2d4 hours
    Cure 1 save
    If hit from darts multiple times, add +2 to DC for each additional hit.


    Gobbers Init: (1d20+6)[11]


    Battle Map:
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    * post roll count doesn't match database
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  30. - Top - End - #30
    Barbarian in the Playground
     
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    James

    Thanks to the warning, James was ready. The moment the attack began James hands blurred to his bow. It was in his holster one moment and out the next. Any person who had ever used a bow before would probably say James was doing it wrong. He didn't take aim properly and wasn't even holding the bow in the bow exactly right. But something about it, at least in James' hands, seemed to fit together. With shots based as much on intuition as skill, James let fly two arrows in rapid succession.

    OOC
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    No offense, but James would have been in the back of the caravan. And after being fatigued yesterday he'd also be on one of the wagons again, caring less for the horse then himself. XD

    From H8, the back of the last cart.
    Free Action: Draw Bow
    Full round Action: Flurry of Blows, Deadly Aim
    Attack 1- (1d20+7)[22] vs 09 (4 wis + 1 weapon + 1 weapon focus + 1 Point Blank Shot + 1 BA - 1 Deadly Aim)
    Attack 2 (1d20+7)[12] vs 09 (If 09 is dead vs 07)

    Attack 1- (1d100)[27] Concealment (21+ is a hit)
    Attack 2- (1d100)[41] Concealment (21+ is a hit)

    Damage 1- (1d8+7)[8] (3 Str + 1 Weapon + 2 Deadly Aim + 1 Point Blank Shot)
    Damage 2- (1d8+7)[15]
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