Guaril Karela's Six (Inactive)

Game Master Thrawn007

Maps and Handouts


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The Exchange

Male Ifrit Slayer 2 | AC 15/12/13 | HP 20/20 | F+4,R+5,W+1 | CMD 15 | Init.+2, Perc.+6 | Darkvision 60'

Im in for ten gold.

The Concordance

hp: 16/16; AC 16, 14, 12 (14 ff 12 t 12); fort 2, ref 6, will 6; bab 1, melee +1, ranged +3; CMB 1, CMD 13; init +2; wclw 31; bp 14/15 | undine watersinger bard / 2 | -15 *
skills:
acro 6, bluff 7, diplo 7, escape 2, intim 8, know engrg 6, know hist 6, know local 6, know nobil 6, know religion 6, perc 7, perf oratory 8, perform sing 9, perform wind 8, sm 2, swim 4, bard knowledge +3

Gillii pulls out some gold and joins it to the rest offered... "I'm in!" He puts 10 gold in the pile.

Grand Lodge

Female NG Undine Oracle (Waves) 3 | HP: 20/20 | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +1, R: +3, W: +4 | Init: +2 | Perc: +2, SM: +5 | Speed 30ft, Swim 30 ft | Ice Armor +4: 0/3 | Nereid Fascination: 0/1 | Spells: 1st 2/6 | Active conditions: None.

A Disguise Kit has 10 uses, I believe, and you can retry the saves, so we can help each other fix the outfits and such as necessary! We might even run through the whole thing if the dice gods are angry. I suppose the trick is making the disguise good enough that people don't suspect - and our frontbluffers can handle the rest. c:

"Oh, thank you!" she exclaims, pleased that she won't have to bear the full cost of the kit. "I'll try to find a nice one! Let's work on our outfits early tomorrow so we have the time to make sure we look good!" If anyone else pitches in, she accepts the gold happily and covers the rest of the cost herself, quickly slipping away to go and obtain said kit.

When she returns, it's (hopefully) victorious, a disguise kit carefully concealed in muslin packaging.

Sovereign Court

Female Human Empiricist Investigator / Swashbuckler (Inspired Blade) 2/1 | HP 28/28 | AC 18 (22), T 14, FF 14 CMD 17 | Fort +3, Ref +10, Will +2 | Init +4 | Perc +9(10) | Sense Motive +10 | Panache 3/4 | Inspiration 2/4

Happy to chip in!

That said, Ella is still hoping that their work with the actual town guards will bear fruit and that the Pathfinders won't have to show their faces at all, and keeps a careful eye on the guards for any sign of a raid.

Liberty's Edge

Whoever is your makeup artist can roll disguise checks for each person they are disguising. Each person can assist on themselves. How much success we get in putting together disguises will factor in when you bluff your way through things when returning to the bar.

Grand Lodge

Female NG Undine Oracle (Waves) 3 | HP: 20/20 | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +1, R: +3, W: +4 | Init: +2 | Perc: +2, SM: +5 | Speed 30ft, Swim 30 ft | Ice Armor +4: 0/3 | Nereid Fascination: 0/1 | Spells: 1st 2/6 | Active conditions: None.

Lunevi takes point as far as working on the disguises. She's definitely a bit eager to try doing a bit of light make up and wearing costumes - it's a bit like playing, only with a serious reason behind it.
Disguise (Fate): 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Disguise (Urah): 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Disguise (Gillii): 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
Disguise (Lunevi): 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Disguise (Ella): 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Although she thinks her efforts with Fate, Urah, and Gillii are okay, she's not so satisfied with how her own and Ella's came out.

"It's gotta be because we're girls," she mutters, frowning. She gives it another go.
Disguise (Lunevi): 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Disguise (Ella): 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9

"Hmm, that's... a bit better, I suppose." she says, her frown a little less powerful. Her appearance is... acceptable. She's entirely unhappy with Ella's, though, and gives it one more try.
Disguise: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21

"Much, muuuuuch better." Lunevi nods in approval. She eyes herself and Fate and considers what's left in the box. "What do you think, Fate? Should we give it another go or leave it as is?"

Dark Archive

Human Shaman~5 | HP: 34/34 | AC:17 (T:17/ff:10) | {F:+2|R:+1|W:+9} | Perception: +12 | Initiative: +10

"I think you may over estimate my ability to act, Lunevi. It may be best if I am there 'out of costume' just in case. I am not nearly as conversational as the rest of you."

Not certain Fate can pull off what ever bluff we are going for. Indeed, I can see his well intentioned efforts torpedoing the whole operation.

Grand Lodge

Female NG Undine Oracle (Waves) 3 | HP: 20/20 | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +1, R: +3, W: +4 | Init: +2 | Perc: +2, SM: +5 | Speed 30ft, Swim 30 ft | Ice Armor +4: 0/3 | Nereid Fascination: 0/1 | Spells: 1st 2/6 | Active conditions: None.

Lunevi nodded - he knew himself best after all. "Hmmm, let's at least try to make you look different from yourself if not some sort of local militia. That way no one can turn around and point at us."
Disguise (Fate to look like Not-Fate?): 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 (Ignore this if Fate wants to keep bein' Fate. c:)

Sovereign Court

Female Human Empiricist Investigator / Swashbuckler (Inspired Blade) 2/1 | HP 28/28 | AC 18 (22), T 14, FF 14 CMD 17 | Fort +3, Ref +10, Will +2 | Init +4 | Perc +9(10) | Sense Motive +10 | Panache 3/4 | Inspiration 2/4

Is there any sign that the guards might actually be coming?

The Exchange

Male Ifrit Slayer 2 | AC 15/12/13 | HP 20/20 | F+4,R+5,W+1 | CMD 15 | Init.+2, Perc.+6 | Darkvision 60'

Urah waited patiently, hoping the disguise gambit might pay off for the group.

Liberty's Edge

Other than a "maybe" no signs on the guards. How do you want to time things according to the meeting time? Before? During?

Sovereign Court

Female Human Empiricist Investigator / Swashbuckler (Inspired Blade) 2/1 | HP 28/28 | AC 18 (22), T 14, FF 14 CMD 17 | Fort +3, Ref +10, Will +2 | Init +4 | Perc +9(10) | Sense Motive +10 | Panache 3/4 | Inspiration 2/4

We should time our "raid" for right before the meeting is supposed to start - make sure they don't have time to clean things up or arrange a different spot.

The Concordance

hp: 16/16; AC 16, 14, 12 (14 ff 12 t 12); fort 2, ref 6, will 6; bab 1, melee +1, ranged +3; CMB 1, CMD 13; init +2; wclw 31; bp 14/15 | undine watersinger bard / 2 | -15 *
skills:
acro 6, bluff 7, diplo 7, escape 2, intim 8, know engrg 6, know hist 6, know local 6, know nobil 6, know religion 6, perc 7, perf oratory 8, perform sing 9, perform wind 8, sm 2, swim 4, bard knowledge +3

"I agree... before the scheduled meeting would be best."

The Exchange

Male Ifrit Slayer 2 | AC 15/12/13 | HP 20/20 | F+4,R+5,W+1 | CMD 15 | Init.+2, Perc.+6 | Darkvision 60'

Urah nods his head in agreement. "Let's do it!"

Liberty's Edge

The tavern seems much more quiet during the day than it did in the night. The dock workers and sailors are all off working their day jobs, leaving only a few of those without regular employment to grace the run down bar with their presence. It seems like it would make a fairly private place for a meeting, especially in one of the many corners of the room.

You receive no resistance as you approach or enter the place.

The show is yours. Action.

Sovereign Court

Female Human Empiricist Investigator / Swashbuckler (Inspired Blade) 2/1 | HP 28/28 | AC 18 (22), T 14, FF 14 CMD 17 | Fort +3, Ref +10, Will +2 | Init +4 | Perc +9(10) | Sense Motive +10 | Panache 3/4 | Inspiration 2/4

Ella bursts into the Pearl, hair wild and unpowdered, pockmarks, blemishes and a general roughness making her appear to be nothing more than another longshoreman who maybe makes a little extra on the side.

The guards are coming! Guards are on the warpath! They know about the pearls! Hide your s!#% and close up!

Bluff: 1d20 + 8 ⇒ (3) + 8 = 11 plus whatever bonus you decide from the disguise

GM Star Reroll: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25

Grand Lodge

Female NG Undine Oracle (Waves) 3 | HP: 20/20 | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +1, R: +3, W: +4 | Init: +2 | Perc: +2, SM: +5 | Speed 30ft, Swim 30 ft | Ice Armor +4: 0/3 | Nereid Fascination: 0/1 | Spells: 1st 2/6 | Active conditions: None.

"Run for it!" Lunevi huffs, her own appearance heavily altered. She supports her body with a hand as she leans against the doorframe, breathing heavily from the slight jog - she truly wasn't meant for this kind of activity. "Said there was too much proof to hide anymore!" That last is something of a gamble, but Lunevi assumes that an establishment with this much peace and quiet for its less than legal trade must have at least once source... So they really needed to rattle 'em!

Bluff: 1d20 + 3 ⇒ (18) + 3 = 21 Aid another, I think! :D

The Exchange

Male Ifrit Slayer 2 | AC 15/12/13 | HP 20/20 | F+4,R+5,W+1 | CMD 15 | Init.+2, Perc.+6 | Darkvision 60'

Bluff Aid 1d20 + 5 ⇒ (11) + 5 = 16 Plus the disguise kit.

"They are going to arrest the lot of us! It's bread and water for the next week!"

The Concordance

hp: 16/16; AC 16, 14, 12 (14 ff 12 t 12); fort 2, ref 6, will 6; bab 1, melee +1, ranged +3; CMB 1, CMD 13; init +2; wclw 31; bp 14/15 | undine watersinger bard / 2 | -15 *
skills:
acro 6, bluff 7, diplo 7, escape 2, intim 8, know engrg 6, know hist 6, know local 6, know nobil 6, know religion 6, perc 7, perf oratory 8, perform sing 9, perform wind 8, sm 2, swim 4, bard knowledge +3

"There's a whole squad of guards coming... they're down the street and splitting up to cover the back too... We've gotta get outta here, quick... You'd best lock up and hide any contraband, my friend." He addresses this last to the tavern keeper.

bluff aid dc 10: 1d20 + 7 ⇒ (14) + 7 = 21

Liberty's Edge

Several people quickly head out the back door. A couple local drunks seize the opportunity to go investigate their unfinished drinks. The bartender grabs a couple cases and heads for the door, giving a nod of thanks to the group for tipping him off.

The place is almost empty except for a couple of drunks.

Sovereign Court

Female Human Empiricist Investigator / Swashbuckler (Inspired Blade) 2/1 | HP 28/28 | AC 18 (22), T 14, FF 14 CMD 17 | Fort +3, Ref +10, Will +2 | Init +4 | Perc +9(10) | Sense Motive +10 | Panache 3/4 | Inspiration 2/4

Ella moves along rousting the drunks with good natured gibes How're you going to finish that if they've tossed you in the tank just to keep you out of the way? Right? Well here's one for the road.

Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18

While they move along, she quickly jams a chair under the front door knob.

Bartender'll just have to get back in through the back.

Grand Lodge

Female NG Undine Oracle (Waves) 3 | HP: 20/20 | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +1, R: +3, W: +4 | Init: +2 | Perc: +2, SM: +5 | Speed 30ft, Swim 30 ft | Ice Armor +4: 0/3 | Nereid Fascination: 0/1 | Spells: 1st 2/6 | Active conditions: None.

Unsure of what to do, Lunevi follows Ella's lead and begins to bar the other entrances with the many abandoned chairs around.

The Exchange

Male Ifrit Slayer 2 | AC 15/12/13 | HP 20/20 | F+4,R+5,W+1 | CMD 15 | Init.+2, Perc.+6 | Darkvision 60'

"Get out of here, you fools! There's not time for me to warn you again!" The ifrit was beginning to think he was going to have to pitch both of them through a window if they didn't get in gear.

Aid another Diplomacy 1d20 + 5 ⇒ (9) + 5 = 14

Liberty's Edge

The local drunks leave with armfuls of drinks, and the place is empty other than for yourselves.

The appointed time for the meeting comes and goes, and there is no sign of anyone coming to meet.

Dark Archive

Human Shaman~5 | HP: 34/34 | AC:17 (T:17/ff:10) | {F:+2|R:+1|W:+9} | Perception: +12 | Initiative: +10

Fate walks over to Lunevi and Ella with a wide smile, "A fine plan. Well done to you all!"

The Exchange

Male Ifrit Slayer 2 | AC 15/12/13 | HP 20/20 | F+4,R+5,W+1 | CMD 15 | Init.+2, Perc.+6 | Darkvision 60'

"I think we won, didn't we? I mean, there's no meeting going on here, that's for sure. Maybe we should check in the back to be sure everything is completely empty."

Grand Lodge

Female NG Undine Oracle (Waves) 3 | HP: 20/20 | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +1, R: +3, W: +4 | Init: +2 | Perc: +2, SM: +5 | Speed 30ft, Swim 30 ft | Ice Armor +4: 0/3 | Nereid Fascination: 0/1 | Spells: 1st 2/6 | Active conditions: None.

Lunevi shrugs, but nods, pointing out, "Might as well see what they have left - and then we ought to go and report in, right? That's at least two separate incidents out of three and we should give them what we've got so far."

Sovereign Court

Female Human Empiricist Investigator / Swashbuckler (Inspired Blade) 2/1 | HP 28/28 | AC 18 (22), T 14, FF 14 CMD 17 | Fort +3, Ref +10, Will +2 | Init +4 | Perc +9(10) | Sense Motive +10 | Panache 3/4 | Inspiration 2/4

And hopefully none the wiser.

Grand Lodge

Female NG Undine Oracle (Waves) 3 | HP: 20/20 | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +1, R: +3, W: +4 | Init: +2 | Perc: +2, SM: +5 | Speed 30ft, Swim 30 ft | Ice Armor +4: 0/3 | Nereid Fascination: 0/1 | Spells: 1st 2/6 | Active conditions: None.

"Let us go and submit our results then," Lunevi says.

The Exchange

Male Ifrit Slayer 2 | AC 15/12/13 | HP 20/20 | F+4,R+5,W+1 | CMD 15 | Init.+2, Perc.+6 | Darkvision 60'

"I agree. We had two tasks and I think we did amazingly on both. Let's go report our success!"

Liberty's Edge

You report your successes, and then wait back on the ship. You get a night of rest and recover spells.

Around noon on Fireday, Captain Zendrani calls a meeting on the deck of the Sixwing Drake. “An urchin boy delivered this note just a few minutes ago. I tried to keep him here so we could talk to him, but he slipped away without a word and ran off into the city. I haven’t looked at the note—but it seems to be from Delroya.” The captain hands over the note.

See handouts

The Exchange

Male Ifrit Slayer 2 | AC 15/12/13 | HP 20/20 | F+4,R+5,W+1 | CMD 15 | Init.+2, Perc.+6 | Darkvision 60'

"Well, I guess we weren't completely successful. Let's get out to the warehouse, and finish this for good. I'd enjoy some drinking this evening, without having to be worried about finishing the mission!"

Sovereign Court

Female Human Empiricist Investigator / Swashbuckler (Inspired Blade) 2/1 | HP 28/28 | AC 18 (22), T 14, FF 14 CMD 17 | Fort +3, Ref +10, Will +2 | Init +4 | Perc +9(10) | Sense Motive +10 | Panache 3/4 | Inspiration 2/4

Well, as she says, no time to lose. Though if that is the case, entrusting the note to an urchin might not have been best. To the docks regardless, Ella says, shaking her head ruefully.

Grand Lodge

Female NG Undine Oracle (Waves) 3 | HP: 20/20 | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +1, R: +3, W: +4 | Init: +2 | Perc: +2, SM: +5 | Speed 30ft, Swim 30 ft | Ice Armor +4: 0/3 | Nereid Fascination: 0/1 | Spells: 1st 2/6 | Active conditions: None.

"Thank you," Lunevi says to the Captain. She's a bit bemused by this apparent method of communication, but whatever works, right? "Yes, let's go. The sooner we get there, the better our chances of looking the place over."

Liberty's Edge

A large warehouse looms into view at the end of Gull Street. Its main level sits at the edge of the street above a ten-foot drop to the harbor’s waters below. A door in the western wall of the warehouse opens, and a woman clad in simple leather armor steps out. Her features display a blend of Taldan and Mwangi heritages, and her crisp accent is difficult to place. “I am Magali Delroya. You must come quickly, Pathfinders. We do not wish to be seen.” Delroya moves briskly, waving off protests or interruptions, and speaks with the rhythm of her steps."

“Questions later. Much is at stake. First you must listen.” Her outward display of authority does not entirely mask her fear.The small room through the warehouse’s western door features a round table and several chairs. “This room is for the guards. They are all too busy dealing with our disruptions, so no one is here for now. That door leads to the docks below,” she says, indicating a door in the southern wall. “Come this way. I will show you the warehouse.”

She opens a door in the northern wall, revealing a cavernous storage room. Haphazard stacks of barrels and crates almost reach the ceiling twenty feet above. Two large skylights in the ceiling provide ample light during the day, and a dozen unlit lanterns are spaced around the room. To the east, a wide opening in the southern wall looks out over the loading bay ten feet below. A freight elevator platform rigged to a complex set of pulleys and ropes and a staircase both lead down to the loading bay.

“As you can see, the Aspis Consortium maintains a sizable operation out of this warehouse, which they rent from the Kortos Consortium’s Locosta family in exchange for alchemical goods. After tonight, I hope that the relationship between Aspis and Kortos will be irreparably damaged.
"

“We may have delayed the shipment, but my sources tell me that both the Kortos and Aspis consortia are likely to investigate the warehouse later tonight. I had hoped for more time, but I will not able to move the goods until after midnight. I need your help in holding off the agents until everything is in order. They are not likely to work together, so you should prepare for multiple groups of agents. While I have no qualms about fighting the Aspis agents, if possible we should avoid further antagonizing the Kortos Consortium. Their agents may be willing to look the other way.”

“Because the agents are on high alert, you should stay at the warehouse until they arrive. We wouldn’t want anyone spotted or attacked out in the city before we’re ready. That gives you several hours to prepare. Most of the items in the warehouse are simple trade goods designed to make this outfit look legitimate. You may want to take some time to look around, though—you never know what the Aspis Consortium might have stowed away here.”

“I can stay here briefly, if you have questions or need assistance.”

Dark Archive

Human Shaman~5 | HP: 34/34 | AC:17 (T:17/ff:10) | {F:+2|R:+1|W:+9} | Perception: +12 | Initiative: +10

"It would be wise to limit avenues of approach. We may not have caltrops, but there may be something within these crates we can use."

Fate begins to walk around the facility looking for items they can use to assist them.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

Also okay with setting up Home Alone style traps (weighted materials attached to ropes we manually release and whatnot).

Grand Lodge

Female NG Undine Oracle (Waves) 3 | HP: 20/20 | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +1, R: +3, W: +4 | Init: +2 | Perc: +2, SM: +5 | Speed 30ft, Swim 30 ft | Ice Armor +4: 0/3 | Nereid Fascination: 0/1 | Spells: 1st 2/6 | Active conditions: None.

I agree! Let's see what's around. c:

Stepping into the building with the others and moving in step with the woman, Lunevi's a bit surprised by the woman's demeanor. Haste, certainly, but also fear. They'd acted based off of the supposition that a possible ally was better than leaving the woman to fend for herself and possibly die in whatever mess she'd gotten herself into.

"Well, first things first - let's see what's around," Lunevi agrees with Fate. She begins to examine the materials around to see what exactly is about that they could perhaps jerry rig.
Perception: 1d20 + 1 ⇒ (15) + 1 = 16

Sovereign Court

Female Human Empiricist Investigator / Swashbuckler (Inspired Blade) 2/1 | HP 28/28 | AC 18 (22), T 14, FF 14 CMD 17 | Fort +3, Ref +10, Will +2 | Init +4 | Perc +9(10) | Sense Motive +10 | Panache 3/4 | Inspiration 2/4

Do the Kortos know what the Aspis are hiding in here? If they do, do you have any leverage you would recommend we use to make them listen to us?

Ella will also help examine the warehouse Perception: 1d20 + 3 ⇒ (5) + 3 = 8

Liberty's Edge

gm screen:

13d6 ⇒ (6, 6, 4, 6, 3, 1, 6, 1, 1, 1, 6, 6, 4) = 51

"The Kortos has at least some knowledge of what the Aspis is up to. However, the Kortos are also a legitimate trading organization here in Diobel, and they will see our actions here as illegal. I have a writ from Lord Avid that should help in that regard, but it should only be used as a last resort. We don't want to make an enemy of the Kortos Consortium if possible."

"I was able to uncover some extra information as well. First, I was able to do a little bit of searching around the warehouse before you got here. In doing so, I could see some slight traces of light leaking from within the warehouse. The doors are well concealed, but they are there. One is on the main level in the corner, and the other is on the lower level." Both secret doors are marked on the map.

"Second, I got some information on the Aspis agents likely to be sent. A sorcerer by the name of Drugis seems to be leading the team. He's made a bit of a name for himself on a rather messy job where he electrocuted someone while collecting a debt for the consortium. Travels with a bunch of religious thugs. One of them may be a priest of some kind, but the other two are likely more thugs that use religious trappings to justify violence."

Looking around in various stacks of crates, you are able to find two cages with hungry dogs inside of them. Both dogs growl as you approach them. In a stack of crates, someone left some carpentry tools that might be usable with the various crates and boxes. In the guard room, the guards don't seem to have left much gear, but have left behind a vial with some kind of oil in it. The warehouse is also equipped with a pulley system to bring boxes from the lower dock level, but the mechanism is locked.

Dark Archive

Human Shaman~5 | HP: 34/34 | AC:17 (T:17/ff:10) | {F:+2|R:+1|W:+9} | Perception: +12 | Initiative: +10

Fate looks to see if there is any food for the dogs anywhere. "We may be able to loose these dogs on the thugs, but I would rather find a better alternative. We need to make the caster the priority."Spellcraft the oil: 1d20 + 6 ⇒ (8) + 6 = 14

Is there a crate large enough (refrigerator sized) that one of our melee types could hide in? More than likely the brutes will come in first and the sorcerer will be in the back. If we can make lanes to limit their options and get a a hand to hand member of the team behind their lines, this could help reduce the risk to us (especially if the brutes have to fight dogs too).

Also, is there a window so we can watch for their approach?

Liberty's Edge

You can find crates large enough after unloading the contents of the crates. (What is actually in those crates isn't important.)

Grand Lodge

Female NG Undine Oracle (Waves) 3 | HP: 20/20 | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +1, R: +3, W: +4 | Init: +2 | Perc: +2, SM: +5 | Speed 30ft, Swim 30 ft | Ice Armor +4: 0/3 | Nereid Fascination: 0/1 | Spells: 1st 2/6 | Active conditions: None.

"Let me help with that?" Lunevi leans over, curious to see what Fate has found.
Spellcraft (Aid Another): 1d20 + 6 ⇒ (5) + 6 = 11

"Why don't we start by limiting the entrances they can use? If we can control how they come in, we can control how we handle them, right?" she suggests.

The Exchange

Male Ifrit Slayer 2 | AC 15/12/13 | HP 20/20 | F+4,R+5,W+1 | CMD 15 | Init.+2, Perc.+6 | Darkvision 60'

"Putting them in a bottleneck would be useful. Could we move some of the larger crates in front of a couple of the doors, only leaving one option form them to come in from? Maybe us feeding the dogs enough to get them on our side, but leaving them hungry enough to be a threat to someone attacking us could be useful. "

Sovereign Court

Female Human Empiricist Investigator / Swashbuckler (Inspired Blade) 2/1 | HP 28/28 | AC 18 (22), T 14, FF 14 CMD 17 | Fort +3, Ref +10, Will +2 | Init +4 | Perc +9(10) | Sense Motive +10 | Panache 3/4 | Inspiration 2/4

Lets at least block off the secret doors - make anyone feeling particularly tricksy walk all the way back to where we can have a proper fight.

Grand Lodge

Female NG Undine Oracle (Waves) 3 | HP: 20/20 | AC: 15 (12 Tch, 13 Fl) | CMB: +2, CMD: 14 | F: +1, R: +3, W: +4 | Init: +2 | Perc: +2, SM: +5 | Speed 30ft, Swim 30 ft | Ice Armor +4: 0/3 | Nereid Fascination: 0/1 | Spells: 1st 2/6 | Active conditions: None.

"I do like the idea of keeping them out of the odd spots," Lunevi nods at Ella. "And I also like the idea of making nice with the dogs." Giving the poor starving creatures a glance, she can nearly feel her stomach cramp a bit in sympathy. "Let's use some of the extra crates to block off the entrances then, shall we?"

She'll begin trying to move some crates to block off the secret doors.

Liberty's Edge

You will have no issues blocking doors.

Dark Archive

Human Shaman~5 | HP: 34/34 | AC:17 (T:17/ff:10) | {F:+2|R:+1|W:+9} | Perception: +12 | Initiative: +10

As the team goes about blocking doors (secret and otherwise), Fate approaches the ifrit. "Urah, would you be willing to hide 'behind enemy lines' to perhaps have an easy path to Drugis?"

The Exchange

Male Ifrit Slayer 2 | AC 15/12/13 | HP 20/20 | F+4,R+5,W+1 | CMD 15 | Init.+2, Perc.+6 | Darkvision 60'

"If that's what the group prefers, Im game. Just make sure the lid isn't on too tight."

Liberty's Edge

Let me know if there are any other preparations, or if we are good for our first guests? Even with food, handle animal rolls will be needed to make much use of the dogs. Not sure if anyone has that.

The Concordance

hp: 16/16; AC 16, 14, 12 (14 ff 12 t 12); fort 2, ref 6, will 6; bab 1, melee +1, ranged +3; CMB 1, CMD 13; init +2; wclw 31; bp 14/15 | undine watersinger bard / 2 | -15 *
skills:
acro 6, bluff 7, diplo 7, escape 2, intim 8, know engrg 6, know hist 6, know local 6, know nobil 6, know religion 6, perc 7, perf oratory 8, perform sing 9, perform wind 8, sm 2, swim 4, bard knowledge +3

"What about those skylights... what if they come in that way? We've taken no precautions as far as that is concerned."

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