Shinrin Alara |
Alara looks down at her feet and thinks for a bit.
"...I might have an idea." She nods and addresses the party. "Bernard, while Lyraesel's spell is working, how about the two of us get some fancy clothes and pretend to be a pair of nobles interested in making some deals with the Rimerunners? We've got time to look for some nice clothes in order for us to blend in, and the others?"
She grins. "You could be our bodyguards!"
Morgrym Stonestepper |
That might work, but if they already saw us, then they will not fall for it.
DM Jesse Heinig |
Currently this is sorta casually casing the joint from a block away.
Lyraesel |
"As a group, we are easy to recognize. You two disguised might work though." Lyraesel says. "Once we leave here I'll cast the spell."
DM Jesse Heinig |
So what's it gonna be, team? Someone make the call and pull the trigger. :)
Kersey Rofocale |
Sorry for my absence, I wasn't getting any updates.
"Yeah, you two it would be easy to disguise, I'm... kinda noticeable in my armor." Kersey adds.
Morgrym Stonestepper |
As am I
Morgrym sits down with a second helping of the stew from the pot.
DM Jesse Heinig |
You can easily have the non-disguisable people stay about a block away in case something goes really wrong, watching the place while just loitering casually in the neighborhood, and have the disguised folks go in.
That good enough?
Morgrym Stonestepper |
I think that will work
DM Jesse Heinig |
You spend about an hour selecting some clothing that will give you the appearance of merchants of middling wealth, and top it off with some perfume. With your warriors taking the role of grizzled bodyguards, you head to the Guild to make your entrance.
The door guards halt you and one says, "Good day, coin-keepers. Welcome to the Guild. What business can we assist you with today?"
Time for someone to speak up and make a Diplomacy check!
Morgrym Stonestepper |
well, Diplo is not my forte. :)
Morgrym looks at the guards, and then steps to the side so the person behind him can address the guard.
He looks around and listens while the conversation goes on.
DM Jesse Heinig |
Botting Alara.
Diplomacy: 1d20 + 13 ⇒ (15) + 13 = 28
"We are hear to speak with a guild representative," says Alara smoothly. "As you can see we are well-heeled and well-traveled and we would like to talk about your local business."
Nothing she says is strictly a lie, and with her sunny disposition the guards are put a bit on their heels. One smiles and says, "Why of course, miss! You and your bodyguards can come in. Let me call someone."
Another pair of guards are summoned and you are escorted inside of the building. Taken through a hallway, you are ushered through a doorway and into a room with comfortable furnishings. Your "merchants" are seated in plush chairs while their "guards" are stationed in the corner against the back wall (standing room only).
Shortly thereafter, a human man enters and offers his hand. He has the blond hair of the Ulfen but looks like a businessman, with a colorful vest and bloused trousers.
"Welcome to the Guild," he says. "We are the prime purveyors of trade and intercity commerce for the city. What kind of business can we do today?"
Lyraesel |
Earlier
As Alara and Bernard acquire the clothing needed to pull off their ruse, Lyraesel sits quietly in the grass, chanting in the strange druidic tongue as she communes with the natural world, seeking the aid of some of it's simplest, yet most complex creatures.
This spell summons one or more vermin to investigate a single location or building you can see. Your scouts must spend 1d6 hours investigating the target location, but need no oversight. When done, they return unerringly to you with their findings, traveling up to 1 mile per caster level you have to rejoin their master. Each insect’s size is Fine. Each insect has 1 hit point, AC 20 (+2 Dexterity, +8 size), a movement speed of 5 feet, a climb speed of 5 feet, and a fly speed of 20 feet (perfect maneuverability). The insects use your saving throw bonuses, have a total Perception skill bonus equal to 5 + 1/2 your caster level, and can’t attack. Because of their incredibly small size and magical nature, they can attempt Stealth checks to avoid being noticed even if they lack a source of cover or concealment, and they have a total Stealth skill bonus equal to 18 + 1/2 your caster level.
Each scout that returns passes along memories of specific structural flaws, defenses, and alarms, granting you the ability to reroll one failed skill check per scout, as long as the skill check involves that specific location’s layout, such as a Stealth check to sneak in, a Disable Device check to silence an alarm, or a Perception check to notice a trap. If even one scout returns, you also gain a rough understanding of the building’s layout (at least, any portions your scouts could access). All insight (and the associated rerolls) fades 1 hour per caster level you have after the scouts return. Your insects remember nothing about creatures, and so provide no information about guardians or any conversations they may overhear.
Would suggest flying insects to map out the layout of fortress
Now
The druidess hangs near the back of the group, silently paying attention to her surroundings, and the guards.
Perception: 1d20 + 13 ⇒ (19) + 13 = 32
DM Jesse Heinig |
Lyraesel sends her swarm into the building to scout...
Shinrin Alara |
Back in!
Alara shakes the man's offered hand, and Bernard speaks up. "We're in the business of plotting safe caravan routes for trade between Varisia and the Lands of the Linnorm Kings. We see much value in the goods these lands have to offer, and we believe that the establishment of a proper and safe caravan route between Kalsgard and the city of Magnimar to the south would yield great profit for us both."
Bernard will take 10 to Bluff, if possible, for an 18.
...now I'm really wishing Alara had ranks in Bluff...
Morgrym Stonestepper |
Morgrym settles down into a proffered chair, and listens to the conversation.
I wish I knew my fathers business better.
Morgrym Stonestepper |
Oops, meant settles in leaning against the wall. :) Missed the Standing Room only comment.