
|  Kiddrik Brown | 
 
	
 
                
                
              
            
            Kiddrik raises his hand, "I rinsed off, but there wasn't much I could do about my clothes." He scrunches his face up curiously, "Why?"
Good call on the choke point. So we put one of our heavy-hitters at those main doors, then the other one in a position where they can quickly get to the guard room door or the stairs area, as the situation demands. Then the rest of us in the middle of the room ready to respond as necessary?

|  Karayan | 
 
	
 
                
                
              
            
            Remember that we want to bluff the Kortos away, so we need to be able to discuss with them before we let them enter the killing zone

|  Kiddrik Brown | 
 
	
 
                
                
              
            
            good call. So the diplomatic/deceptive among us should hang out near the main entrance and engage them before the walk into the warehouse? That way we don't have to show them our defensive measures ... which would look suspicious, I imagine.

| DM Carbide | 
 
	
 
                
                
              
            
            If anyone has prestidigitation, that would also work.
ETA: I've added some single-square crate icons and blank floor icons to the map--arrange them as you see fit, to show how you're preparing the area.

|  Kiddrik Brown | 
 
	
 
                
                
              
            
            I put the crates in the spots I indicated in my previous post. Bear trap should be in the empty space on that line of crates in front of the western door. Shrieker should be hidden in the guard room (under the table, maybe), and there's the sabotaged stairs coming up from the lower level.

| DM Carbide | 
 
	
 
                
                
              
            
            The shrieker is nearly human-sized, and won't fit under the table unless it's on its side (and spilling out of the pot it's in).

|  Xukong | 
 
	
 
                
                
              
            
            Sounds like something you put in the corner.

|  Xukong | 
 
	
 
                
                
              
            
            More specifically, the corner next to the door in the direction it opens up (assuming it opens inwards), so they have the hardest time seeing it.

| DM Carbide | 
 
	
 
                
                
              
            
            Ultimately, it doesn't matter--there are no windows in the guard room, so by the time they can see it, it's going to be screaming.

| DM Carbide | 
 
	
 
                
                
              
            
            You can too put it in a corner, and it'll settle down after you leave the room.

|  Xukong | 
 
	
 
                
                
              
            
            Just. Don't. Blink.

| DM Carbide | 
 
	
 
                
                
              
            
            Your preparations as complete as you can make them, you wait. Time passes, punctuated only by occasional short shrieks from the guard room as the shrieker reacts to errant mice. Then the loading doors on the lower level are opened a little, then closed.
What do you do at this point?
M: 1d3 ⇒ 1
S: 1d3 ⇒ 2
H: 1d3 ⇒ 1
S: 1d3 ⇒ 2
H: 1d3 ⇒ 1
E: 1d6 ⇒ 6
E: 1d6 ⇒ 2

|  Karayan | 
 
	
 
                
                
              
            
            Karayan waits, not wanting to react to the first sign of a patrol.

|  Muunokhoi Korchinovog | 
 
	
 
                
                
              
            
            Muusa sends Solongoi near the elevators, climbing the walls to sniff about and report if there are invisible agents in the warehouse.
Weasels have Climb 20' and Scent, so should be able to detect folks within 50' of Muusa and empathically report.

|  Xukong | 
 
	
 
                
                
              
            
            Xukong stands in the open, more or less, not at all looking forward to the screamer's alarm, and draws a wand it has never used before: an isosceles pyramidal affair of black marble, its edges lined with diamond. Xukong touches it to both shoulders, and its form is momentarily overlaid by a the stylized black silhouette of a suit of armor (mage armor wand). Then it puts that away, rests its hand on the hilt of its sword, and waits.

| DM Carbide | 
 
	
 
                
                
              
            
            Solongoi doesn't smell anything strong and new.

| DM Carbide | 
 
	
 
                
                
              
            
            About a minute after the door to the lower level was opened and then closed, the main door opens slightly. You hear a shout of "Now!" from outside, then simultaneously the door is opened wide, and one of the skylights opens as well. Framed in the door are three figures, a woman in a breastplate carrying a sword, as well as a man and woman in scale armor (both carrying shortspears). An unarmored man and two half-elves armed with bows appear in the open skylight. The woman calls out, "Explain yourselves!" She doesn't sound happy.
I'll have the map updated with counters for the other team soon. I'm rolling for initiative and setting up the order in case it goes to a fight, but it's clear at the outset that they're not preparing to attack immediately.
Round 1:
Initiative order
Kiddrik
Karayan
Amiri
Team
Xukong
Muusa
Karayan Initiative: 1d20 ⇒ 20
Kiddrik Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Muunokhoi Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Amiri Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Xukong Initiative: 1d20 - 1 ⇒ (5) - 1 = 4
Team Initiative: 1d20 ⇒ 12

|  Kiddrik Brown | 
 
	
 
                
                
              
            
            Perception: 1d20 - 1 ⇒ (7) - 1 = 6
Know (Local): 1d20 + 5 ⇒ (16) + 5 = 21
Based on their appearance, clothes, or gear, does Kiddrik have any idea who we're talking to here? We anticipated the Kortos would arrive first, but it'd be good to see if we can verify that before we try to sell that we're Aspis.

| DM Carbide | 
 
	
 
                
                
              
            
            Neither of them tend to wear uniforms or badges. However, an Aspis team leader is far less likely to be a local than a Kortos team leader. With that Knowledge (Local) check, you are pretty sure that the woman who's speaking is from around here.

|  Kiddrik Brown | 
 
	
 
                
                
              
            
            "They're Kortos," Kiddrik whispers quickly to Karayan, "so we just need them to leave us alone." His mind scrambles for a decent ruse, "So we're Aspis. We got wind of someone snooping around for this shipment, and we're here to secure the warehouse until the goods are moved? So basically they need to leave unless they want to muck up the deal."
He shrugs, "Best I got."
Since Karayn's mods are higher, it makes sense for him to take point, and Kiddrik will Aid Another his roles.

| DM Carbide | 
 
	
 
                
                
              
            
            Bluff is the best skill for your primary roll, but Diplomacy & Intimidate will work for Aid Another checks.

| Lekku-PG | 
 
	
 
                
                
              
            
            Blade out in a flash, Amiri restrains herself upon recognizing local features. “And who in the nine-hells are this rabble?” Amiri spouts off, glaring at the spear-weilding pair.
Intimidate, Aid Another: 1d20 + 4 ⇒ (7) + 4 = 11

|  Karayan | 
 
	
 
                
                
              
            
            Karayan turns around towards the newcomers. "These premises are in use by the Aspis consortium. Our leaders agreed that we would have the run of the place. Rukaina has tasked us with defending the place against any interlopers, given recent disturbances in town we will not allow you to enter."
Bluff: 1d20 + 9 ⇒ (12) + 9 = 21
If they ask a question if they can trust the pathfinders Karayan will show them the aspis badge, in a very bored way 
"Here, this is the proof you need. If you need more proof that we won't allow you to rummage through our wares I will ask Amiri here to deliver it"
Intimidate: 1d20 + 9 ⇒ (16) + 9 = 25

| DM Carbide | 
 
	
 
                
                
              
            
            Anyone else want to try to Aid Another?

|  Kiddrik Brown | 
 
	
 
                
                
              
            
            "Better for everyone if you come back tomorrow, fellas," Kiddrik adds, "This'll all have blown over by then, and we all come out winners."
Bluff, Aid Another: 1d20 + 6 ⇒ (8) + 6 = 14
And he auto-succeeds at a Diplomacy Aid Another.

| DM Carbide | 
 
	
 
                
                
              
            
            The woman seems about to question Karayan, but the display of the Aspis badge, Amiri's hostility, and Kiddrik's offer of a facesaving way out combine to convince her. She nods once and steps back. "We'll talk tomorrow, then." After a curt wave of her hand, the trio at the skylight retreat and close it behind them; the three on the ground likewise depart and close the door behind them.

|  Karayan | 
 
	
 
                
                
              
            
            Karayan nods to Kiddrik "Well done, that was just the way out they needed"

| Lekku-PG | 
 
	
 
                
                
              
            
            He watches them leave, his face becoming somber, "But why do I think the easy part is done?"
Amiri huffs at the retreating Kortos. “The only thing that comes easily is death - the Aspis will learn this soon, I think.”
With the Kortos gone, Amiri will check the lower level for any disturbance in the barricades. Do we have a way to get up to the roof like the archers did?

| DM Carbide | 
 
	
 
                
                
              
            
            The barricade on the lower level is undisturbed; it looks like they opened the door, saw the barrier, and went to another door. There are ways to reach the roof that are easier Climb checks than others, but there aren't any ladders or stairs.
-Posted with Wayfinder

| DM Carbide | 
 
	
 
                
                
              
            
            Let me know if you're going to do anything about the roof access, and we can move on from there.
M: 1d3 ⇒ 3
H: 1d3 ⇒ 1
S: 1d3 ⇒ 3
H: 1d3 ⇒ 2
S: 1d3 ⇒ 1
E: 1d6 ⇒ 2
E: 1d6 ⇒ 4

|  Xukong | 
 
	
 
                
                
              
            
            I had suggested mounting my magnet on a pole and using it to grab the (hopefully) metal skylight hinges to move them shut.

| DM Carbide | 
 
	
 
                
                
              
            
            You can close them, but not lock them. (Besides, pulling on hinges won't move a door...you'd need to pull on the latch if any.)

|  Xukong | 
 
	
 
                
                
              
            
            That's what I meant.

| DM Carbide | 
 
	
 
                
                
              
            
            The skylights are closed. Time passes.
And honest, I was going to do a real post here when my phone let me know I have a meeting in 15 minutes. Later!

|  Muunokhoi Korchinovog | 
 
	
 
                
                
              
            
            "Can we grease those skylights?" Muusa wonders. "Solongoi can go put something up there if we have something to give him. Or he could be a lookout. We were caught off guard. I would also lock that elevator door somehow. The more barriers, the better."

|  Xukong | 
 
	
 
                
                
              
            
            Do the skylights look like they could be barred from the inside with a javelin (or a similar sturdy pole-like object somewhere in here)?

| DM Carbide | 
 
	
 
                
                
              
            
            Xukong - no.
-Posted with Wayfinder

|  Xukong | 
 
	
 
                
                
              
            
            What about jamming the latch with acid?

|  Karayan | 
 
	
 
                
                
              
            
            "I am ready to kick some Aspis around" Karayan says while he flexes his fingers

| DM Carbide | 
 
	
 
                
                
              
            
            Xukong, how would you go about doing that? The acid splash cantrip doesn't generally do enough damage to get through the hardness of typical metal.
OTOH, if you had someone with Disable Device and they could get up there, they could try to jam it.
 
	
 
     
    