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I'm loving the whole disguise thing. That's pretty cool.
Also, where are we on the Kintargo map? Somewhere around T4 or 5?

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Is that because we can't see the enemies anyway? It is hard for the others to act if we don't know where we are or where they are.

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Good luck with the computer!
He must be out of scorching rays. I mean... how many level 2 spells can it have... This is Saul hoping.

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Tomorrow is the US 4th of July holiday, and then I am on a trip for a few days. I'll have internet, but my pace of posting will go down as I'll be expected to socialize with family and such! Back to normal next Monday.

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Ok, thanks. The map is confusing... I'll change my post a bit

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Both Logan and myself are against the wall, presumably blocked from getting hit by the fire. Who does it hit? I'm not sure what is going on with the map because I don't know where the door is.

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I think we need a recap of initiative. If the monster is asleep, my next action is to go in for the Coup de grace.

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Oh I didn't know you could split it. That is okay, I am fine with total defense because the crossbow bolt will be flying my way.
But they are inside in the other building, correct? Not the building we are in.

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Huh? I mean, I guess we can't see anything because it is dark? Maybe the confusion I am feeling is very much what Saul is feeling (or else it is a bad map with no icons on it). Cassius do you have light?

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With those Jills down, are we out of combat or are there more enemies lurking yet?
We're not trying to kill them, right? We trying to rough everyone up and plant the medallion?

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If you guys want to, we could kill them all, and let the one go. They are bad dudes after all, and the real reason we are here to help our tiefling friends by shutting down the Red Jills. The necklace plant is to hopefully create some fighting between these gangs but isn't our real reason for being here.

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Seems like something Logan would be on board with. Slit their throats while they're unconscious and drop the medallion near the bodies.

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decided Saul was straying too far from his roots. hopefully his newest post is understandable. :D :D
We level 3 yet??

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blast.
Stay the night here so that we don't risk the Dottari.

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Just wodered, why you had to come here in the middle of the night ;)
I didn't want to risk anyone seeing us sneak into the longroads in the middle of the night.

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Yup, added the stuff. Didn't grab the Red Jills worthless loot.
Why doesn't Logan take the cure light wounds potion since he drank one during the fight?
And as for the amulet of natural armor +1, everyone could use that. Since Saul has a magic cloak, he will pass. If you want the amulet, how about roll a d100 and highest wins.
With all of the player turnover we have lost some overall party wealth, but thankfully the only thing of real value lost was cloak of resistance +1.

Foxy Quickpaw |

Perception
(Wis)
Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell.
Check: Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.
Perception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is. The following table gives a number of guidelines.
...
Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.
Try Again: Yes. You can try to sense something you missed the first time, so long as the stimulus is still present.
Special: Elves, half-elves, gnomes, and halflings receive a +2 racial bonus on Perception checks. Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent. Creatures with the tremorsense special quality have a +8 bonus on Perception checks against creatures touching the ground and automatically make any such checks within their range. For more on special qualities, see Special Abilities.
A spellcaster with a hawk or owl familiar gains a +3 bonus on Perception checks. If you have the Alertness feat, you get a bonus on Perception checks (see Feats).

Foxy Quickpaw |

Taking 10 and Taking 20
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success.
Taking 10: When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.
Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common "take 20" skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).
Ability Checks and Caster Level Checks: The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to concentration checks or caster level checks.

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Well I get all that, it was just strange for me to look at a wall that just collapsed and I'm told, "You see nothing out of the ordinary".
The wall just collapsed, so that doesn't make any sense... maybe you should have said, "You can't tell why the wall collapsed". But of course something is out of the ordinary. That is why I am confused. Your word choice didn't make sense.

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Sorry if that came off too harsh. I apologize for overreacting (sleep always gives a better perspective on things)

Foxy Quickpaw |

I try to give neutral answers to failed rolls that would also apply if there was indeed nothing to see. The "this makes no sense" part and deciding to check again and again I leave to you on purpose.
But the "You see nothing out of the ordinary" is my default response which doesn't really tell anything. Sometimes I'm lazy like that.