Something Wicked This Way Comes (Inactive)

Game Master Fanguar

Horn lower level
Horn upper levels
Xanos' Annotated Map


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Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

The hatch in the floor will make it pretty hard to put off even if we could get it alight. Anyone guarding that exit is in danger of having the tower fall on them.


@Vank: Unless they are someone for whom death has no fear... ;)

I reckon we dispose of a couple of the dwarves (we can possibly get a dwarven trinket to "leave" at the murder scene from one of their corpses. Like GM-Fang has alluded to - makes it look better if two or more have skipped town...

I also suggest stealing some of the dwarves clothing and bloodying them up? Have them hidden or stowed when the guard come calling. Left in the rush to leave and all that (of course a duo/trio of us posing as said dwarves will confirm their exit in the guard ledgers).

We do need to take out the priest tho - he could stymie much of our planning...


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

I've gotten used to the idea that this group doesn't really do "planning."

Which is fine. It just requires a different approach to the game. If we want to kill as many of them as possible right now, that's fine with me.


Don't think its a case of not doing planning - more that we're a dysfunctional group of sociopathic villains constantly vying for top seat at the table. Well at least some of us are lol.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Sorry the next month or so at work is the busiest of the year in addition to having a 10 week old might mean that my posts are a little slow and short. It'll get better again in July.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

My 11 week old is in hospital, nothing life threatening but rather distracting please bot Vank when required. [/OOC]


Hope all is well with the wee one.

Finally in a combat that will test our foul collective :)


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

University terms are finally over.

I’ll catch up and be back to my usual posting schedule. Thanks for the patience.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

I'm away for a week but I don't foresee problems with posting from my phone.


Zealot Aasimar HP 32 | AC:19 | T:19 | FF:15 | CMB +4 | CMD:23 | Fort:+7 | Ref:+7 | Will:+8 | Init:+4 | Pers +14 | Stl + 9 | SM +11 | Loot

Hey guys.

Sorry for missing. Due to some illness, I was stuck at the hospital until today.
I’m better, I think, and possibly moving things tomorrow.


No worries Ember - take your time. Hopefully Albrέkt won't have sacrificed you in the meantime ;)


Hey folks, Ember contacted me and due to RL health and other complications they are going to have to drop out of the campaign. I think we should be fine as is, so I don't plan on finding a replacement at the moment.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

No problem, I hope their health/other things improve soon.


+1 - Real shame, enjoyed Ember's character. Fingers crossed things improve.


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

You will be missed Ember.

Tis too bad a similar chain of feats or what have you, do not exist for becoming a fiend. Haruk would jump on the chance for more infernal power from the Pit.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

What are we going to do with her in game since she's with us right now?


@Haruk: Demonic Transformation; think there is also guidelines for becoming a Demon in The Book of the Damned Vol 2: Lords of Chaos (they may be one and the same - don't have BOTD Vol 2)

Would mean Haruk becoming Chaotic Evil, but its a small price to pay for all that POWER! ;)

Food for thought?


Levelling Up:

5th Level Anti Paladin (Seal Breaker)

+8 HP (d10 HD halved +1; +1 Toughness; +1 Favoured Class)

+5 BAB

No change to Saves

5th Level Feat: The Risen (Vampiric Path Advancement Feat) and all the weal & woe that comes with it.

+1 Anti Paladin 1st Level Spell (leaning toward either Death Knell or Magic Weapon

Corpse Rider archetype ability (chosen as alternative to Fiendish Boon)

Skills (5 Ranks): +1 Rank in Intimidate, Knowledge (Religion), Ride, Sense Motive & Stealth


Haruk wrote:
Tis too bad a similar chain of feats or what have you, do not exist for becoming a fiend. Haruk would jump on the chance for more infernal power from the Pit.

I'm sure we can figure something out to allow Haruk to obtain the half fiend template. Off the top of my head, I'm thinking a modified version of the dragon disciple prestige class to go with your infernal sorcerer bloodline.

Xanos wrote:
What are we going to do with her in game since she's with us right now?

Consider her a background NPC for the moment. Later, I'll just have Tiadora teleport in and bring her back to Thorn's manor.

Kaynen and Vank: Let me know if there is anything you would like to see for your characters.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Could we send her out to use the Hat of Disguise to impersonate us at taverns or even at the theatre?

If she did it right, she could provide us all with alibis just by being seen out and about.


Have also suggested in the Game Thread that as we move around we begin to wear the "faces" of those we have murdered to date - guardsmen, Mad Martin etc?

Love the idea of trying to burn them all as they watch the play. Big gambit but would make for a mighty pyre to our fell idols...


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Levelling up:
5th level Oracle

Hp 5 +2 con +1 favoured class = 8 Hp
Bab no change
Saves no change

Feat: Toughness (+5 hp currently)
Spells: +1 lv 2 per day
+1 lv 2 known: Bull's strength
bonus spells from curse: Levitate and Minor image
Skills (8 ranks): Stealth, Disguise, Spellcraft, Knowledge (Engineering), Knowledge (Geography), Knowledge (History), Knowledge (planes), Profession (Soldier)


Couple of clarifications:

There isn't a theatre in there, there is a hall, where a travelling troupe of performers is putting on a show. As mentioned earlier, this is a one night only performance.

Cooking oil plus flour does not an explosive make. Powdered flour is explosive the same way a grain elevator is explosive, not TNT.

Also want to point out, that at the moment, all the high level enemies are together in the same place, not isolated, so if you run into trouble you will fight them all at the same time.

The kitchens aren't labeled on you map, but the chimneys are, so you could probably make an educated guess


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;
GM Fanguar wrote:

Couple of clarifications:

There isn't a theatre in there, there is a hall, where a travelling troupe of performers is putting on a show. As mentioned earlier, this is a one night only performance.

Cooking oil plus flour does not an explosive make. Powdered flour is explosive the same way a grain elevator is explosive, not TNT.

I believe myth-busters sis an episode on this, very hard to get the right floor to air ratio to explode but quite impressive if you can get it right. Probably beyond our ability to do with out lots of practicing, which we cant do.

GM Fanguar wrote:

Also want to point out, that at the moment, all the high level enemies are together in the same place, not isolated, so if you run into trouble you will fight them all at the same time.

The kitchens aren't labeled on you map, but the chimneys are, so you could probably make an educated guess

Vank can now cast levitate, so if we can block the two exits (ground level and basement) then someone can go up and pour in alchemist fire and we run. unlikely to get the high leveled enemies but will kill lot of the general soldiers and drain healing resources for the high ups. And generally be really distracting.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

You're misiunderstanding what I'm saying. I'm not talking about mixing oil and flour. They stay separate. They have different jobs.

I'm talking about soaking the arrows in oil, to make bundles of fast-lighting kindling.

As for the flour, it was intended to be poured from height over braziers or torches.

If there's no theatre then dumping the flour down over the theatre lights won't work (because that will explode. Medieval theatre lights were just torches and mirrored reflectors, which got very hot during performances.)

Even if the flour isn't viable, it isn't really necessary. I figure that Stubborn Nails to bar the doors, and a bunch of arrow-bundles around the perimeter will set a pretty darn big fire before anyone can get out.

To buy us time and keep people from escaping, I have Web, Stone Call and Glitterdust memorized, all of which seriously hamper movement. As long as I can see though a keyhole or a window, I can turn the crowd into sitting ducks until the fire can do the rest.

I'm pretty sure there's some rules for crowds as difficult terrain, and for panicked crowds being environmental hazards, so that should add to the chaos.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Of course, this is all moot if the GM doesn't think it's viable. Xanos is way smarter than me, so he should be able to figure out if it's a bad idea.

Is trapping the crowd inside the building and burning it down a viable option?


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

I have Acid Splash that I could use to potentially weaken certain key points in the building, and Color Spray to add to the mass confusion.


Key tactical questions/considerations:

- Can the hall be successfully barred from the outside?
- How many exits from the hall exist/need to be covered?
- We need to consider the fact that their (powerful) spell casters might be able to negate our fires/spells/effects or potentially counteract them.
- They might also be able to summon allies to aid their escape.

That being said it's a very tempting opportunity to deal a major blow to our key foes under one roof.

Like I suggested in the game thread, we really need to have the dwarves or someone lined up as scapegoats - otherwise all we're doing is alerting the fort and folk of a potential threat.

Even if they can't send for help, they will go on high alert and be all the more difficult to take down?

GM-Fang: On a totally separate note - does this Keep have a crypt? Am conscious that my vampanzer will need somewhere to lair during the light hours...


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

I can create an illusion of dwarves fleeing the scene and over the edge of the wall (diverting attention from our true way in and out.)

I my opinion it is worth using Xanos's nail to close the two exits, throw in alchemist fire in from the roof and flee. I doubt we would kill the major figures but should kill a lot of the minor ones and make the major ones waste resources (healing etc).

looking at the map I think getting flour close enough to have an effect would be dangerous (to us) and hard to pull off.

I'm not sure from the maps is the internal structure of the keep wood or stone? (historically is had to be wood for any sizable structure but with magic all stone would be possible)


I assume that a defensive keep would be pretty fire resistant from the outside and have wooden supports on the inside. I absolutely think that you could burn the keep down from the inside, I'm less convinced from the outside. Getting in and starting a fire seems a bit difficult. Not impossible, though.

The keep is connected to the lower section of the keep by both the chimney system and a trap door.

There are still dozens of soldiers not in the main hall, so if you light a fire there are people that are going to be able to help.

I'm not saying that it is impossible, but it's definitely in the high risk high reward category. I will say that if you are going to try to burn everyone in the keep, you might as well fire the rocket and summon the army, it's kind of a go big or go home moment.

Also from a purely mercenary standpoint, there is a lot of loot in that keep that will go up in flames if you are successful.

I'm not going to tell you flat out to not try this, I just want you to be clear on the odds. If the situation was reversed, I don't think you would have much trouble getting out and there is basically a party in there that is 2 levels higher than you, plus several dozen soldiers, plus the visiting bard, who is an actual bard.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

We aren't talking about burning the keep.

We're talking about burning the performance hall where the play is happening.


@Albrekt: There isn't a crypt. You can hide out in the tunnel during the day. There doesn't appear to be any particular rules about vampires during the day. One thing that we will have to figure out is your coffin. You'll need one, or something similar in the event you drop into negative HP and become gaseous, you need a coffin to reform in. Other than that, stay out of the sun.


Xanos wrote:

We aren't talking about burning the keep.

We're talking about burning the performance hall where the play is happening.

The performance in occurring in the main hall (room 31) which is the first floor of the keep. Sorry if that wasn't clear.


Male Weremonkey Rogue/Ranger/Trickster

So as not to clog gameplay:

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.

A hallway doesn't count? Or the hall itself? It doesn't seem like you're required to actually fill the receptacle. I see nothing in the description that says you can't just create the water to fall above a fire.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Because a fire is not a receptacle, and conjugation spells don't work that way. They can't make creatures or objects appear just anywhere. They can only appear in places that are appropriate for them.

That's why you can't summon elephants in the air above people, or summon sharks on land.

Conjuration Rules wrote:
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

Each Conjuration spell details where a creature or object appears. In the case of create water, that means a receptacle of some kind.

The spell also explicitly states that the largest receptacle that can be used is 3 times as large as the amount of water the caster can create. So, if a caster can create 10 gallons, the largest container the spell can fill is 30 gallons. The spell can't overflow the container.

That's what the spell is supposed to do anyway. If things work differently in this game, that's fine.


@GM-Fang: Cool will get the coffin addressed - will either get one built or acquire one from its current inhabitant :)

I was always under the impression that the hall was within the keep, and in raising it we would threaten the burn a large portion of the keep itself. The signal fire created would most likely alert any neighboring forces/allies but also serve to bring the bugbear horde into play (on the assumption we can open the gates - which if we go for this should be done in conjuntion?)

Survivors of the great fire would then be met with the bugbear horde...

@GM-F: Are we aware of any of the "key" inhabitants forgoing to attend the play? If so we will also need to deal with them.

The guards can easily be dispatched - so they are a non-factor, save their numbers.


1 person marked this as a favorite.
Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

I happy to accept that our intelligent characters (at least in my case more intelligent than myself) can find too many problems with the plan to goes through with it.

I agree with Albrekt hit any major figure not at the play but I the only named figure we know of that we haven't dealt with is the priest and the duke. I may forgotten others or we might not have learnt of them,

New plan: hide in the priest's room for him to get back from the play. Cast silence kill him and the acolytes then either sneak out or disguise ourselves as them for the day.(Probably safer to sneak out.


1 person marked this as a favorite.
HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

I thought the play was in town. Well, scratch that idea. Maybe we can burn some place in the city just to keep them up all night. Exhaustion is a good tactic too.

Waiting and ambushing the priest is a good idea. We should clean up the areas we've already fought, and I still want to steal all the arrows.


Male Half-Elf Revolutionary | AC16 T12 FF14 CMD 13 | HP 27 | F+5 R+7 W+5* | Init +2 | Per +8 | Sense +4

Perhaps with these cues from our GM it would make sense to attend the performance instead and try to get various folks in attendance to excuse themselves separately, individually and bring them to a point where folks are waiting in ambush? Pick them off one by one? Perhaps by suggesting that someone (Ember?) is waiting to "entertain" them?


@Albrekt: All the main remaining NPCs are in attendance.

Ok. Due to some confusion (apologies again), let me explain the situation. In game at the moment, most of the soldiers and major NPCs are in room 31 watching the play. As such, there are fewer soldiers on duty and wandering around the rest of the keep. That is why it was so easy to reach the ravens and why no one has responded to the ruckus in the church.

If you want to do more damage during the play, going after the siege engines in room 33 is pretty safe. You guys can also just camp in the tunnel until the middle of the night and come back.

Alternatively, if you are concerned about your earlier murder being discovered, you could just impersonate the 2 killed guards and then kill their replacements when they come to relieve you and that will buy you the night. Really, my only major worry for you guys is that if you try to take on too many of the main defenders at once they will kill you. (I really want to be clear on that, I'm not trying to limit your creativity, I just don't want a TPK.) It's much safer to jump them one at a time while they are sleeping. You biggest obstacle in that is that you don't know which rooms are theirs.


1 person marked this as a favorite.
Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

I have a potential solution to learning the rooms. If we can find a servant of some sort, chances are I can charm them into helping us narrow down choice rooms.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Haruk, that's a great idea.

Breaking the siege engines now while discovery is unlikely is a good idea. Lets try for that. Maybe we can do it in a way that isn't super obvious so it won't be discovered until they try to use them.

I also like the idea of impersonating the guards we killed. With Prestidigitation I can clean up the blood pretty fast. We can stash the bodies in the tunnel and wait for the guard change. Once we kill the next set of guards too, we would have fairly free run of the place while everyone sleeps. With a charmed servant to help lead us around, we might be able to assassinate a few people rather than fight them.


Albrέkt will give your prestidigitation spell a run for its money - will happily lap up the blood ;)

Agree 100% on wearing the dead guards identities, also potentially Mad Martin as well if needbe (depends if that would arise suspicion on him being out of the rookery?)

Guards+charmed tour guide/servant means we're in most places. Assassinating would be nice as we're going to come unstuck in a stand-up fight eventually.

Bodies in the tunnel will give Albrέkt some company and a blud vine cellar on tap lol.

Let's do this!


Ok let's just go with the replace the guards plan. You can still sabotage the siege engines later.

We'll send Ember back to the inn now. She can serve to provide you with alibis.

Which 2 will be the stand ins? The others can just be upstairs, so not far away or anything, but I'll need to know for the start of the encounter who is where.

We'll say that the changing of the guards is in 2 hours. You guys can try some stuff beforehand if you want.

Albrekt:
Remember that you are still starving, so you'll need to make DC12 will saves each hour to prevent you from trying to immediately try to feed (grapple and bite) that goes for both enemies and allies, until you feed


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

Are there any guards around us now? We're still in the chapel right? I believe I had Haruk look around with Detect Magic in case there was anything useful.


No auras in the chapel. There is a trapdoor that leads to the clerical quarters and lower keep levels.

There are guards walking the walls and manning the guardhouse and gates. You can easily find on duty guards, but all the off duty guards are watching the play.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Whoever has the highest disguise and bluff scores should be the guards.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Sorry came down with the flu, i like the replace the guards plan.

Vank has a good disguise skill (and we all have hats of disguise). His bluff isn't great but his profession soldier isn't bad so he'll be good.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;
GM Fanguar wrote:

No auras in the chapel. There is a trapdoor that leads to the clerical quarters and lower keep levels.

There are guards walking the walls and manning the guardhouse and gates. You can easily find on duty guards, but all the off duty guards are watching the play.

Excellent, in the middle of the night when the play has finish and everyone has gone to bed we have access to the priest's quarters and can kill the priest quietly before leaving.


GM-Fang:

Roger that. Will likely need to find himself some hemo-sapiens soon!

Albrekt has Bluff +7, Disguise +6 and Profession (Squire -Armiger) might be enough to bluster his way through?

Mark him down as one of the guards.

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