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Patiently, and loudly, Race replies, "Yes, that would be bad for the horses. That's why we detach them, turn them around, reattach them facing the carriage, back them up the street a ways, and set them to a gallop. The carriage will crash into the gate, knocking it in, since they won't open it for us."
Race makes sure the Dalsine guards clearly hear that last bit.

StephNyan |

@Mort: Your Diplomacy roll helped.
One of the Dalsine guards turns to Race. "I heard that! Guys, this fellow plans to ram the cariage through the gate! Ha! And you Qadirans, are you cooperating with them?!"
"It wasn't my plan!" the guard that's been talking to Race replies. "Just let us pass, darn it!"

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Sorry for missing the spoiler somehow my fault there. :(
Her tail is stock still. Wishing She still had her color spray she focuses on not making very sudden moves and looks for a place to anchor the hook if possible.

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"I'd let them pass if I were you. I suspect your boss wouldn't want the gate damaged, requiring a lot of money to fix, based upon your decision. They might have to allocate funds from guard salaries to fixing it. I bet you'd probably get a reward if you make the smart decision."
Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27

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From the shadows, Chilly winced. This was certainly a fine distraction, but starting a fight with the guards might get them killed. Oh well. He climbs the rope carefully (take ten, result of 12)
I am assuming the rope is hanging there

StephNyan |

One house guard's expression darkens. He's about to move toward Race when Mary speaks, and another house guards places a hand on his shoulder.
"We did let the other guys pass earlier," the other house guard says to his colleague. He turns to face Mary. "We stand here, because we're hired to protect mister Dalsine and his properties. What is your business with mister Dalsine?"
The guard that addresses Mary seems totally reasonably, and the one that was about to move toward Race seems to calm down.
@Chilly: There's no rope hanging anywhere yet.

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A small bead of sweat runs down Shael's forehead and drips off the tip of her nose as she watches the dogs. "Easy now..." She scuttles herself closer to the corner of the wall. Chance to flank, low. Ability to inflict injury, extreme. Chance to overcome physically, unlikely. Chance of escaping uninjured. none. She runs the scenarios threw her head as she tries to continue her work with the rope and hook.
Once the hook was in place she ties the end of the rope around the middle of her club. Then, carefully and slowly she stands, with each end of the club supported by the plams of one hand on each end.
:Here goes nothing...:
Once fully standing she tosses the club underhanded and backwards, hoping to throw it over the wall and let the weight of the club bring it down safely on the otherside.
Throw club over head and back over wall? Rnged?: 1d20 + 2 ⇒ (13) + 2 = 15

StephNyan |

@Race: You can only see guards outside the gate.
You succefully throw the club, your rope attached, over the wall. The dogs snarls after you make your move, but stay where they are.
While looking at the dogs you hear the metal of the hook scrape against the wall for a short moment, and you hear a soft click when it gets stuck in place. A moment passes, but there's nothing to indicate that the guards did hear anything.
When Chilly's about to try climbing the wall without rope, a club is thrown from the other side of the wall. Attached to the club is a rope. Chilly grabs hold of the rope and tries to climb up, but falls down after climbing just a foot. The rope is secured in place, and anyone could try to climb it (again).

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With the rope appearing back over the wall Oric will try the climb.
Last time I climbed up on something it didn't end well. I sure hope this goes better.
Climb Knotted Rope with a Wall to Brace DC 5: 1d20 - 3 ⇒ (19) - 3 = 16

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Chilly picks himself up muttering. At least I didn't turn blue this time
Then he tries again, using the wall to brace
climb: 1d20 + 2 ⇒ (20) + 2 = 22

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StephNyan |

Oric tries to climb the rope, but his hand slips. He lands back on the ground, without injuries.
This time Chilly succesfully climbs up, and arrives on top of the wall.
One of the dogs barks, and the others join in. From you position on top of the wall you can see some of the guards outside the gate, but they seem too focused on the discussion to notice you and the barking.

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Chilly smiles.
Oric there are guard dogs here he says in a calm voice. Then he slips to the ground beside Shael, drawing his daggers.
I don't suppose you have another of those rainbow spelly things ready?

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Sigh, I'll risk another roll. I know I'm going to fail.
Mary continues with the guard. "I'm afraid my affairs must remain private. However, I fear that this gate could come crashing down in a moment. I'm not the lying type, but clearly if they crash this gate down, not only would you probably be injured but they're going to get through anyway. A wise man would step aside, protect the gate from at least getting damaged, and prevent himself from getting hurt. Otherwise, the alternative course of action is just going to be a bloody mess."
Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14

StephNyan |

The dogs continue to snarl and don't attack. They've positioned themselves between the Pathfinders and the Dalsine manor, and seem set to keep the Pathfinders away from it.
Please both reply in spoilers to me and the other. If any noises carry from on side of the wall to the other, I'll let you and/or the others know.
Those who heard Chilly mention dogs did hear a faint barking. When he lowered hismelf to the other side of the wall the barking stopped.
The guard Mary's talking to lets out another heavy sigh. "If you can't even tell us why you want to enter the grounds, how do you expect us to let you pass? We're guards, girly. We guard this place. Who knows what you're up to?"
Diplomacy's not the party's only option. There are also other skills you can use while talking.

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:I hate using this ability, it mucks everything up.:
Steph: How close are the dogs together? Are they within/near twenty feet wide formation or?

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As Mary walks off Mort tells the guards (all of them), "Ah, noble paladins and the structure to their society and their affairs" he uses his two fingers on each hand to quote when he says the words structure and affairs, "if you gentlemen know what I mean."
"Mary come back please and just tell the nice guards that we think there is an agent in side that helps the Dawnflower Blossoms."

StephNyan |

The DC to convince the guards to let you pass is 15, and had to be met on 3 rolls. Sharing specific info would lower the DC with 2, for every piece of info shared. So it's not that hard to make it.
You cannot use Diplomacy to influence a given creature's attitude more than once in a 24-hour period. For the sake of the game's pace I'll allow this time.
The house guards stare at each other for a moment after hearing Mort's words, and one opens the gate. "If it has to do with that horrible massacre... You're here to do something about it? Go, we haven't seen you."
Oric doesn't detect any magic from the wall, and remains baffled by not being able to climb it with a rope. He then notices the gate's open, and joins Mort with the others who were standing next to the wall. Mary also returns to the gate, and the party enters the manor grounds.
Manor Grounds
The grounds within the manor’s walls are well tended and decorated with small statues, topiaries, and the occasional bench. Everburning torches burn inside colorful lanterns from many of the grounds’ trees.
After walking onto the manor ground you notice the two party members who made it to the other side of the wall. They stand with their backs almost against the walls, with four snarling dogs several feet in front of them. Shael, Chilly stand still, and so do the dogs while watching the two.
New Map. (Self-drawn, but I think it's pretty clear. The dark green rounds are bushes.)

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Mary also returns to the gate, and the party enters the manor grounds.
Seems clear to me I'm there. I'm on the map as well. So, not sure what you mean.

StephNyan |

Jorus: 1d20 + 2 ⇒ (18) + 2 = 20
Mary: 1d20 + 5 ⇒ (2) + 5 = 7
Mort: 1d20 + 7 ⇒ (2) + 7 = 9
Oric: 1d20 + 3 ⇒ (8) + 3 = 11
Race: 1d20 + 2 ⇒ (9) + 2 = 11
Shael: 1d20 + 2 ⇒ (9) + 2 = 11
Blue Dog: 1d20 + 1 ⇒ (8) + 1 = 9
Pink Dog: 1d20 + 1 ⇒ (6) + 1 = 7
Red Dog: 1d20 + 1 ⇒ (2) + 1 = 3
Most of the dogs ignore it, but one of them moves to inspect Mary's trail rations. It sniffs them and moves the trail rations around with its nose.
Mort takes one of the dogs by surprise, and shoots an arrow in the back of its skull. The dog drops to the ground. The other dogs yelp and panic, not understanding what's going on.
Turn progression:
Chilly
Jorus
Mort
Oric
Race
Shael
Blue Dog
Mary
Pink Dog
Red Dog
The map's updated. Everyone but Mary may move.

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Light Crossbow: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d8 ⇒ 3
Shael draws her crossbow shooting the nearest panicking despite dog in the hopes it'll go down quickly.

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why are we attacking the dogs. We could have asked the guards to call them off. This could cause the guards to attack us. Oh well...
Chilly slids five feet to one of the dogs and attacks
dagger one: 1d20 + 3 ⇒ (1) + 3 = 4
dagger two: 1d20 + 3 ⇒ (5) + 3 = 8
damage one: 1d4 + 2 ⇒ (1) + 2 = 3
damage two: 1d4 + 1 ⇒ (1) + 1 = 2
wow three ones. Chilly is not enthusiastic here

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StephNyan |

Shael draws her crossbow and shoots a bolt in the pink dog's side. It's not down, but the wound's vary nasty. Jorus launches a shakram at the same dog, and the dog goes down.
Chilly doesn't seem like he's willing to fight the dogs, and it shows in his attacks when both slashes miss. Race readies himself for combat by drawing both his sword and shield, and moving toward on of the dogs.
Turn progression:
Chilly
Jorus
Mort
Oric
Race
Shael
Blue Dog
Mary
Red Dog
Mort and Oric are up.
@Chilly: Don't forget to update the map. If you can't, describe the direction you're moving in: NW or W?

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Mort takes a 5' step east and attacks the pink dog with his shortbow.
If the pink dog isn't available, then he'll attack the blue dog.
ATTACK: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 ⇒ 1
Sneak Attack vs. pink dog: 1d6 ⇒ 1

StephNyan |

The pink dog was dead already, but I forgot to place a skull on the map. I'm redirecting Mort's attack to the nearest living dog.
While Oric readies himself for combat, Mort shoots an arrow at the blue dog. The arrow is well-aimed, but it doesn't deal much damage. Still, the dog looks like it's about to go down.
The blue dog tries to bite Chilly in his side, but its teeth can't pierce Chilly's armor.
Bite: 1d20 + 2 ⇒ (15) + 2 = 17 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Turn progression:
Chilly
Jorus
Mort
Oric
Race
Shael
Blue Dog
Mary
Red Dog
Mary's up. The map's updated.

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Chilly continues to attack
here doggy, I have something for you
dagger one: 1d20 + 3 ⇒ (8) + 3 = 11
dagger two: 1d20 + 3 ⇒ (2) + 3 = 5
Chilly is unfortunately off his game right now.

StephNyan |

The red dog goes dog when Mary's arrow hits it in its side. Lucky for Mary the blood flowing out of the dog's wound doesn't end up on her trail rations.
Chilly directly lashes out at the dog in front of him, but the remaining dog dodges Chilly's attacks.
Turn progression:
Chilly
Jorus
Mort
Oric
Race
Shael
Blue Dog
Mary
Those in bold are up. The map's updated.

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With so many hemming the dog in Shael abandons the fight for now and moves to recover the hook and rope with a grumble.
MA; Put away crossbow SA: beginning recovering hook , rope and shael's club

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Race moves up, activates arcane strike, and strikes with his scimitar.
Scimitar: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6 Light flashes briefly as the blade cuts through the canine.