Smoke Knights of Absalom

Game Master Nimon

Join the Smoke Knights for skulduggery and intrigue in the slums of Absalom.


51 to 100 of 582 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male (Taldan) Human (Taldan) Expert [1]/Fighter (Archer) [2]

Day Job/Fence: 1d20 + 8 ⇒ (6) + 8 = 14


Female Human - Rogue 2/Aristocrat 1 - AC16 (T14, FF12) , In+8; P+5/+6 (Traps), F+0, R+7, W+2

Day Job =Alchemy: 1d20 + 6 ⇒ (11) + 6 = 17

Corvus sets to work making various poisons of varying powers. Some to give you nothing more than a headache and others that will kill on contact. Some are compounds. No one item will harm you (and will therefore defeat poison-testers) but combined - say one in each course of a banquet - the result can be deadly.

Dark Archive

Male Human Dungeon Master

Sorry about the spoiler I just got home had no idea it did not work for you; when I previewed it, it was fine. but now I can not get into it and I forgot all I wrote. I will repost.

Knowledge Local DC 10 for information regarding Primarch's Feast:
Each district has their own festivities during the week long celebration, but the main attractions can be found in the area around the Ascendant Court and the Coins. Outside the city in Westerhold Varisian Gypsys hold a bazaar of sorts with much in the way of street entertainment. On Day 1 there is a parade and this year Primarch Gyr has a special welcome for Diplomats from Tian-Xia. On Day 2 is the Joust and Games*There is a special Joust tournament in the Docks and in Escadarfrom the Wave Riders to display their abilities with their Hippocampus Steeds. Day 3 is The Day of Remembrance, originally a holy day of Aroden, in present day all religions take this as a day of reflection and remember those memorialized in the Shrine of the Failed. House Shamyyid holds a special service for them in the Temple of the Shining Star. On Day 4 is the first official day of the Feast and District Nomarchs make appearances and visit the locals in their district. Day 5 the Grand Council selects a Member (Not the Primarch) to take questions from the People and speak with them directly. It is believed this year it will be House Avenstar's representative who will also use this time to name a successor. Day 6 The Primarch makes his speech. On Day 7 there are fireworks and displays of illusionary magic retelling the failed Seige of Absalom during the time of Nex.


...The Next day Milax finds you all in the morning and tells you to meet her in the Eastgate District.

"Seek out a dwarf smith named Seth Salt-Beard near Eastgate. Give him this copper piece and ask directions to the parade. Listen carefully to what he says and follow his directions. Be there no later than an hour past mid-day. I must find your friends now, I hope you have all discussed your roles in this. You must all travel alone to this meeting place, it would look too suspicious to have you all walking around together." Prepare to use Sense Motive to pick up on Seth's subtle clues and hints to the secret meeting place*If you do not have It consider using a Hero Point*


Male Aasimar Expert 1/ Conjurer 2

Aeadon simply nods and sets out at once. He finds the nearest transport station headed towards Eastgate. He was not yet at the point where he could afford to rent a camel after all.

Feel free to stop him if you need to for something.


male Human Expert 1/Sorcerer 2

Jiri's off to meet with Seth.


Male Human Adept 1/Cleric 2 | Init +3 | HP 24/24 | AC: 21; T:14; FF:17 | Per: +4 | F +4; R +3; W +8 | CMB +2 | CMD 15

Agreal quickly follows Jiri.
"Do you know where Seth lives, or works?"


Male Human Expert / 1

A dwarf smith named Seth Salt-Beard? Should be easy enough. Torry remembers that most craftsmen will congregate along the same streets, giving them according names. Smiths Street, Bakers Street, etc. And by the faint sound of hammers he can hear its not too far off. "Follow the sound of hammers. If you can't hear them, ask for directions to the smiths.". Once Torry gets there he should be able to find it by asking around, or seeing if Salt-Beard shows up on a smithy sign.


Male Tiefling Expert 1/ Alchemist (grenadier) 2

The tiefling makes his way to the dwarf's smithy, trying to keep a hood up on his head, keeping the sun off his skin as he heads through the series of side streets, keeping quiet among the sounds of hammering until the proper time comes.

Sarvin counts the number of shops, making sure to stop once he has double checked that he is at Salt-Beard smithy. He then knocks on the door frame to try and get the attention of those inside. "I'm looking for Seth. I was told I'd find him here?"


male Human Expert 1/Sorcerer 2

"Only if he's working. Still Lady Black said he'd be near Eastgate, I plan on looking around there."

He'll describe how to get to the district. map


Male Human Adept 1/Cleric 2 | Init +3 | HP 24/24 | AC: 21; T:14; FF:17 | Per: +4 | F +4; R +3; W +8 | CMB +2 | CMD 15

Agreal nods and simply follows Jiri to Eastgate.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro finishes her drink and heads out (most likely the last to leave)

she heads to the Eastgate district. following "J" directions.

Checking in with a few friends down at the docks Noro tries to get a few clues about this Dwarven smith. Of course her questions turn into threats which ends up in a small brawl.

Noro leaves the uncooperative dock worker a chance to "sleep" on the pier.

diplomacy: 1d20 - 1 ⇒ (6) - 1 = 5

not getting anywhere with the dopes on the docks she makes her way to the Eastgate area.


male Human Expert 1/Sorcerer 2
Agreal wrote:
Agreal nods and simply follows Jiri to Eastgate.

"I'd be happy to have you along but Lady Black was fairly specific. She wanted us to procede separately so we don't attract attention."


Male (Taldan) Human (Taldan) Expert [1]/Fighter (Archer) [2]

Fine by me. I don't want to be too close to these dirges too often.

Gerrik will make his way to the Eastgate and will not be shy about asking a local about the location of this Seth Salt-Beard. Always best to make good time when you are expected to appear somewhere. Best not leave anything to chance. If he sees anyone else in the party making their way to the smith ahead of him he will try to leave some space between them and simply follow them in.


Male Human Adept 1/Cleric 2 | Init +3 | HP 24/24 | AC: 21; T:14; FF:17 | Per: +4 | F +4; R +3; W +8 | CMB +2 | CMD 15

"Oh yeah I totally wasn't following. Just you know... Hey Look at that!"
Knowing that Jiri wouldn't be fooled Agreal just ran past towards the Eastgate and then goes towards smith's street.


male Human Expert 1/Sorcerer 2

Jiri just shakes head and moves on with a grin. "I wonder what's going to happen when we all gather in a bunch around this Seth character." Once he gets to the general area he'll start searching.

knowledge local: 1d20 + 8 ⇒ (5) + 8 = 13 area of the city
diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16 asking directions
Perception: 1d20 + 4 ⇒ (6) + 4 = 10 spotting Seth


male tiefling level 1 expert/cleric 2

Maldrek went to find the dwarf at his smithy, hopefully he would be able to sort out the dwarf's smithy from the others one...They all looked the same to him.

perception to locate dwarf1d20 + 3 ⇒ (15) + 3 = 18


Male Tiefling Expert 1/ Alchemist (grenadier) 2

Knowledge (Local): 1d20 + 7 ⇒ (8) + 7 = 15 Which area of the city?
Perception: 1d20 + 5 ⇒ (9) + 5 = 14 Spotting Seth.

Just for the heck of it, and to figure out the where.

Dark Archive

Male Human Dungeon Master

Traveling in Absalom you notice that people have already started to gather for the parade. Guards are out in force and handing out harsh penalties for even the slightest offence. Rumor is a peasant called a Guard a cur and was beaten severely for it.

The East-Gate district is a lot quieter than the other distracts. Catering mainly to local traffic from Kortos with no access to the ports or from the main road West from Diobel, East-Gate has few foreign visitors.

Finding Seth Salt-Beard proves to be a fairy easy task. He even has a painted sign that reads Welcome Foreigners! Ask the Famous Adventurer Seth Salt-Beard for directions around Absalom 1cp!
I assume you follow directions when you meet Seth. If not I will handle it case by case

Aeadon:
You are one of the first to arrive at Seth's. You found a local Half-Orc selling rides across town on his rickshaw pull-cart for 1cp round trip. After you give Seth your coin and ask for directions to the parade he says "Why the coins district my friend, just follow the road and the crowd you can not miss it. Mind your manners, and stay away from the Precipice Quarter, it is not safe." While he speaks he makes some subtle hand gestures and facial expressions.1d20 + 3 ⇒ (4) + 3 = 7

Jiri:
As you speak with Aqreal, you catch a glimpse of a figure in a window. Once you remind Aqreal of the requirement to go it alone he nods and moves away from the window. You know the city well enough to find a fast route to East-Gate without any trouble, and the people you speak with offer you Seth's location with relative ease. He responds to you"Why the coins district my friend, just follow the road and the crowd you can not miss it. Do not go to the Precipice Quarter, it is flooded." While he speaks he makes some subtle hand gestures and facial expressions.1d20 + 3 ⇒ (11) + 3 = 14

Agreal:
After Jiri's reminder you decide to run ahead. Due to the heightened alert in the town you are stopped by a Patrol of Guards. One of them Cast a Commandspell on you forcing you to Stop and questions why you are running."What is your hurry citizen? Do not run, there is going to be a lot of people in town and we need to keep it civil!"

Noro:
1d20 + 5 ⇒ (12) + 5 = 17 Luckily with all the people coming in today your small scuffle goes unnoticed by the Guards at the docks, of which you see a lot more and a whole lot more ships. You see Synthia give you a nod and smile as you walk away from your uncooperative travel agent. The influx of people in the docks makes it take twice as long to get to the East-Gate. By the time you do it is almost mid-day. Seth smiles and responds to your question Why the coins district my friend, just follow the road and the crowd you can not miss it. Be ware of traveling south, the Precipice District is dangerous." While he speaks he makes some subtle hand gestures and facial expressions.1d20 + 3 ⇒ (14) + 3 = 17

Torry:
You take a practical approach and find Seth in good time. He responds to your question Why the coins district my friend, just follow the road and the crowd you can not miss it. Do not go to the Precipice Quarter unless you want your throat cut." While he speaks he makes some subtle hand gestures and facial expressions.1d20 + 3 ⇒ (15) + 3 = 18

Gerrik:
You follow Torry with relative ease. You wait for Torry to get his information then you give Seth your coin and he says
Why the coins district my friend, just follow the road and the crowd you can not miss it. Do not go to the Precipice Quarter there be undead about at night there." While he speaks he makes some subtle hand gestures and facial expressions..1d20 + 3 ⇒ (20) + 3 = 23

Sarvin:
When you knock a large dwarf points across the street to Seth standing next to his sign. You hand him your coin and he responds Why the coins district my friend, just follow the road and the crowd you can not miss it. Do not go to the Precipice Quarter, murders been known to take place there." While he speaks he makes some subtle hand gestures and facial expressions..1d20 + 3 ⇒ (19) + 3 = 22

Maldrek:
You are pleased when you find Seth standing so obviously next to a sign. You give him your coin and he says Why the coins district my friend, just follow the road and the crowd you can not miss it. Do not go to the Precipice Quarter there are rats the size of dogs and dogs the size of a horse, and you don't want to know about the horses." While he speaks he makes some subtle hand gestures and facial expressions..1d20 + 3 ⇒ (7) + 3 = 10

Aeadon/Jiri/Maldrek:
Seth's Message is not clear enough for you to understand automatically, Roll an Opposed Sense Motive against the roll you received in the previous spoiler.

Aqreal:
Roll a Diplomacy/Bluff/Intimidate(I suggest the first option) to talk your way out of the situation

Aeadon/Jiri/Maldrek/Aqreal can read the below spoiler if they pass their rolls. Aqreal my first read Jiri's first spoiler if he makes his roll so that it makes sense.

Noro/Torry/Gerrik/Sarvin:
You easily pick up on Seth's gestures and nuances. When he points to the where the parade is, he is actually pointing at a weathervane on top of a building that is pointing south. He scratches his black apron when telling you not to go to the Precipice District. He is sincere with his warning though, you are only to travel the road south towards the Precipice District, but not actually enter it. He gives you a wink which means you'll know the site when you get there. The building or site will probably be marked by the Smoke Knights, either with a diabolists symbol or and S and a K.


male Human Expert 1/Sorcerer 2

Jiri gives the man a copper piece and, after hearing his words, nods sharply and moves off.

sense motive: 1d20 + 0 + 8 ⇒ (11) + 0 + 8 = 19 spends hero point


Male Tiefling Expert 1/ Alchemist (grenadier) 2

DM:

The tiefling nods his head slowly, the short dark hair on his head just bouncing in the slight breeze coming from the street. "Absolutely will make sure of that." Sarvin responds simply, as his eyes work to catch all the subtle intricacies of the dwarf's subterfuge.

Once he has gathered what he can, he bows slightly to the stocky built smith, making sure to keep his eyes to the ground for just that moment, and makes his way along the street, knowing his colleagues will be along soon.

"Thanks for the directions, Master Salt-Beard and a blessed day to you!"

Wow that's a rough roll! I'm spending a hero point, just to make sure!

Sense Motive: 1d20 + 5 + 8 ⇒ (14) + 5 + 8 = 27

And precisely as he can, the alchemical student follows the directions, skirting the Precipice District and keeping his eyes open for what will be a quite obvious location.


male Human Expert 1/Sorcerer 2

I assume I beat the DC? Not sure how that would work, you'd think the higher the dwarves roll the easier it would be for us.

Jiri follows the dwarfs directions, moving south towards the Precipice District, but not actually enter it. He'll keep an Eye out for some sign.

perception: 1d20 + 4 ⇒ (12) + 4 = 16

if he doesn't find the sign by the time he reaches the Precipice district he'll turn back and search some more


Male Aasimar Expert 1/ Conjurer 2

Sense Motive vs DC 7: 1d20 + 1 ⇒ (20) + 1 = 21

Aeadon has no trouble figuring out the directions and gives a nod. Following them to the letter and looking for the sign once he arrives.

Yeah the dice love being nice when you have a low DC to beat. xP

Dark Archive

Male Human Dungeon Master

Sarvin you did not have to roll. See spoiler listed Noro/Torry/Gerrick/Sarvin. How it works is the Bluff DC is 15 to pass along a simple message. If he fails it goes to an opposed sense motive to those observing him(also enemies). So yes the higher his roll the easier it is for you. Unfortunatly for some of you he rolled less than 15, which then means your sense motive DC is relative low(at least less than 15).


Male Tiefling Expert 1/ Alchemist (grenadier) 2

Oh. I didn't realize that about Sense Motive. Does that mean I could retcon the spending of my Hero point? ^_^ *tries to give his best "sad puppy dog eyes" face*


Male Human Adept 1/Cleric 2 | Init +3 | HP 24/24 | AC: 21; T:14; FF:17 | Per: +4 | F +4; R +3; W +8 | CMB +2 | CMD 15

DM:

"Well hello officer. Sorry about running I will try to keep it civil. I simply haven't heard of this fair before today. Will there be a lot of people?"
diplomacy: 1d20 - 1 + 4 ⇒ (12) - 1 + 4 = 15 (Used hero point after roll)
sense motive on guards: 1d20 + 5 ⇒ (7) + 5 = 12
If they let Agreal go he makes his way slowly to the smith's street and to seth's shop.


male tiefling level 1 expert/cleric 2

Maldrek warily studied the dwarf.

sense motive1d20 + 7 ⇒ (4) + 7 = 11

Dark Archive

Male Human Dungeon Master

Yes Sarvin you are fine you didn't need to use it.

Aqreal:
They let you go and seem to regard you as the village idiot as they continue to patrol the streets. As mentioned you can now read the other spoilers to catch up.

Maldrek:
Looks like you passed the DC go ahead and read the other spoilers as mentioned.


Male Human Adept 1/Cleric 2 | Init +3 | HP 24/24 | AC: 21; T:14; FF:17 | Per: +4 | F +4; R +3; W +8 | CMB +2 | CMD 15

Sense Motive on dwarf: 1d20 + 5 ⇒ (10) + 5 = 15
Agreal heads towards the Precipice District and begins to look for a mark on the way.
Perception: 1d20 + 3 ⇒ (9) + 3 = 12


Male Tiefling Expert 1/ Alchemist (grenadier) 2

Along his way, the tiefling tries not to make overt eye contact with those around him, just trying to seem like a student getting to view the city for the first time.

And along the way, he'll use his great eyesight to try and find the mark.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


male tiefling level 1 expert/cleric 2

Maldrek followed the dwarf's directions as he made his way to the location... He dodged the traffic of mad camels, travelers and the occasional raving priest.

perception1d20 + 3 ⇒ (13) + 3 = 16


Male (Taldan) Human (Taldan) Expert [1]/Fighter (Archer) [2]

Gerrik nods respectfully to the dwarf and then moves calmly off toward his new destination, sure to keep an eye on his surroundings as he goes.


Female Human - Rogue 2/Aristocrat 1 - AC16 (T14, FF12) , In+8; P+5/+6 (Traps), F+0, R+7, W+2

Corvus focuses as much on the inflexion in the voice as much as the words.

Sense Motive: 1d20 + 4 ⇒ (15) + 4 = 19

Dark Archive

Male Human Dungeon Master

I am posting f ROM my phone. My internet is out apparently my localbdsl node is out(whatever that means I'm a biology major) but it should be back up in 24 hours will post proper replies when able.


Female Human Barbarian 4// Init +2/ HP 61 (61) / 69 (69) // AC: 17(15)/T:12(10)/FF:15(12) - Percep: +9// F +8(+10)/R +3/W +3(+5)/CMB +9(+12) (+11(+14) grapple)- CMD 21 (23 grapple)

Noro makes her way as she remembers the directions.

she walks slowly trying to keep a low profile. having never been in this section of town. she hopes none are regulars with the arena and possibly recognize her.

Dark Archive

Male Human Dungeon Master

As you walk down the road you see a road block ahead. Apparently the Precipice District is quarantined off. More than likely this is for the feast since all manor of nasty thing is rumored to exist in the Precipice since the quakes including undead roaming unchecked in the night. As you look around to avoid the sentry outside the entrance to the Precipice quarter, you notice a ruined gate that was probably connected to some old wall that has been destroyed, probably with the quakes that so devastated the Precipice Quarter. The portcullis seems stuck halfway down and portions of stone are missing reveling the mechanism that operates it.

Knowledge Religion DC 10:
You notice that one of the chains that controlled the gate goes through they eye sockets of a small metal skull, probably proudly displayed at the top center when this was in working condition, this is an obvious sign of Zon_Kuthon. Once you spot this there are more subtle signs of Cheliax and Diabolism that have worn with time.

Craft/Profession ( w/Anything Metal) DC 10/Appraise DC 12:
Upon closer inspection it is apparent that the gate is made of Cold Iron.

Perception DC 25/**+20 circumstance if you made one of the previous rolls:
Through the portcullis you see a rundown neighbor hood, a hooded figure is watching you from a tight alleyway between two broken down shacks. When you look at them they give a slight nod and walk down the alley.

If you fail Perception:
As you look around for this supposed symbol of Diabolism, a hooded figure walks out of the archway of the portcullis. Alms for the Poor? a female voice asks from inside the hood. 1d20 + 12 ⇒ (12) + 12 = 24 You understand this message to mean she is your point of contact, and you are late. You are supposed to respond harshly then find her.


Male Tiefling Expert 1/ Alchemist (grenadier) 2

Sarvin does his best to restrain a whistle from escaping his lips as he admires the size of the portcullis. Strange place...

Religion: 1d20 + 7 ⇒ (10) + 7 = 17
Appraise: 1d20 + 9 ⇒ (1) + 9 = 10
Perception: 1d20 + 5 + 20 ⇒ (18) + 5 + 20 = 43

After noticing the signs and symbols, he grins, knowing his judgment was spot on, only wish he had more time to admire the craftsmanship. Noticing the individual in the shadows, he follows, keeping several feet behind in hopes that the breakout of combat would give him the advantage.


Male Aasimar Expert 1/ Conjurer 2

Knowledge (Religion) vs DC 10: 1d20 + 9 ⇒ (8) + 9 = 17
Craft (Traps) vs DC 10: 1d20 + 11 ⇒ (20) + 11 = 31
Perception vs DC 25: 1d20 + 21 ⇒ (15) + 21 = 36

Aeadon had no trouble finding the clues and signs. As he thought knowledge was not lost on the Smoke Knights and they made use of it. He makes his way to the contact.


male Human Expert 1/Sorcerer 2

Religion: 1d20 + 2 ⇒ (17) + 2 = 19 (untrained)
Appraise: 1d20 + 2 ⇒ (13) + 2 = 15
Perception: 1d20 + 4 ⇒ (16) + 4 = 20

"So I guess we are to enter the Precipice District after all." With a shrug he follows the hooded figure.


Female Human - Rogue 2/Aristocrat 1 - AC16 (T14, FF12) , In+8; P+5/+6 (Traps), F+0, R+7, W+2

Corvus tries not to look too foolish for missing the signs as the hooded figure speaks to her. Corvus blatantly ignores the woman before subtly following her.


Male (Taldan) Human (Taldan) Expert [1]/Fighter (Archer) [2]

Religion Untrained: 1d20 + 2 ⇒ (17) + 2 = 19
Appraise: 1d20 + 8 ⇒ (16) + 8 = 24
Perception: 1d20 + 5 + 20 ⇒ (6) + 5 + 20 = 31

Gerrik looks around, peering at the gate but isn't quite sure these are the signs he seeks. Just as he is about to turn away he catches a glimpse of movement. Turning back, he proceeds past the gate.


Male Human Adept 1/Cleric 2 | Init +3 | HP 24/24 | AC: 21; T:14; FF:17 | Per: +4 | F +4; R +3; W +8 | CMB +2 | CMD 15

Appraise untrained: 1d20 + 1 ⇒ (1) + 1 = 2
Perception: 1d20 + 3 ⇒ (6) + 3 = 9 +20=29
Religion: 1d20 + 5 ⇒ (8) + 5 = 13

Agreal nods at the hooded figure and follows.


male tiefling level 1 expert/cleric 2

Maldrek's eyes lit up as he saw the signs of diabolism, years of effort and research were finally starting to pay off... Let the damn priests call him a godless tiefling, he would be using them as pawns and slaves soon enough. Maldrek went down the alley after the contact he kept several feet away though, now is the not the time to get killed...

Religion1d20 + 7 ⇒ (8) + 7 = 15
Appraise1d20 + 7 ⇒ (11) + 7 = 18
Perception1d20 + 23 ⇒ (10) + 23 = 33


Just to be clear the portcullis is not in the Precipice district, it is just north of it still in the Eastgate District, apologies for not making it clear. I know my posts have had some grammar errors and mechanical errors. Please understand I am very busy in preparing my trip, but you have all shown such enthusiasm I did not want to wait to get started and I will do better in the future to paint a clearer picture.

You follow the hooded figure to a basement through an outside entrance between two old shacks. This part of Eastgate is very poor, and currently very empty.

The basement is dark and damp, but there is a slight glow up ahead. The amount of mold and debris make it clear that this basement must flood often during high tides and the rain season, luckily neither are due for a few months off.

Once you get to the bottom of the basement, the hooded figure is standing in the center of a small 10x10 room. Jiri is the last one in and is asked the close the door behind him. Once he does the hooded figure casts a spell and balls of light appear from her hands and dance about the room. The light doesn't do much to improve the setting, but at least you can see the rats and spiders.

You all did well, better than I expected honestly. Now then where do we begin? Well, no more need for this. Milax says as she removes her hood and clothing, and unbinds her tail and lets it stretch. I hate having to bind my tail.

She looks at everyone smiling. Ok, let's begin. As you have noticed the Precipice district is quarantined, and there is a Parade going on. This provides us with some unique opportunities. There is a rival group of individuals in Absalom that have made some moves against us. It is time to return the favor. Her smile hardens and becomes a sinister sneer.

I need one of you to act as a Foreign Dignitary lost and approach the sentries to the south. Puurrferably one of you that can speak a foreign language, but not so foreign that it is out of place. Tien would be best since it is known that they frequently get lost in our town and are very new to the city. Second I need one of you who can pretend to be the Lady or Lord's translator who can speak well and be convincing or intimidating. The two of you will approach the sentries to the south and insist that they help you get back to the coins and protect you from the rough neighborhood. More than likely the guard will send one or two of his men to escort you up Northwest through the Merchant's quarter. That is where you and two more of you that can fight will ambush them and steal their uniforms. Luckily the men pulling duty here are not very high up the hierarchy and probably have little to no magical support. Once inside, that will change though and we will encounter patrols with veteran fighters and experienced spell casters, possibly even some bounty hunters from Alkenstar looking to put their guns to use. That is why we need the uniforms first.

Who will these people be and do you have any questions?


male tiefling level 1 expert/cleric 2

I can act as the translator or if you have say a crossbow and a few bolts I will see about getting those uniforms...


male Human Expert 1/Sorcerer 2

"I speak Common, Draconic, Halfling and Varisian. I don't know if any of those suit your needs. If not, I'm sure I can convince the sentries for an escort."


Your abilities with the crossbow will be useful, but there are currently too many sentries to take them all on at once. If we can divide them up into two groups we have better odds. Milax responds to Maldrek then looks to Jiri Yes you are a good speaker, but Varisian is too common here, and I do not know anyone that could pull off a Dragon or Halfling. Anyone else?


Female Human - Rogue 2/Aristocrat 1 - AC16 (T14, FF12) , In+8; P+5/+6 (Traps), F+0, R+7, W+2

Corvus steps forward, her balance and poise reflecting her regal upbringing. With perfect diction she offers, "I would be delighted to assist the group and play the part of the Lady in question. With respect to languages, I can offer Elven or Thassilonian."

Corvus reels off a few sentences in each language to guage the reaction of those assembled.


male Human Expert 1/Sorcerer 2

Jiri shrugs, Actually, as long as we don't run into anyone who actually speaks Tien, I can pull off translating. We just need someone who looks the part, even if they don't speak the language. They can say whatever gibberish they want and I'll make something up."


Male Human Adept 1/Cleric 2 | Init +3 | HP 24/24 | AC: 21; T:14; FF:17 | Per: +4 | F +4; R +3; W +8 | CMB +2 | CMD 15

Agreal nods as Milax begins to speak.
"Terrible thing to have to bind your tail. I'm no good for languages as I assume Abyssal would be recognized."

51 to 100 of 582 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Signed in Blood All Messageboards

Want to post a reply? Sign in.