Impasha
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...Alligator Cup-de-Sac...
UGH. Is there any way to turn off auto-correct???
I have pretensions to being a literate adult. I hate that my computer believes it can edit my text better than I can.
| DM DoctorEvil |
I knew what you meant in any regard, but always hate typos that were not my creation (as there are enough of those anyway).
My work system always wants to correct OBs (asn in OB/GYN doctors) to obs (as in observation status) which are both frequently used. Cannot get it to stop no matter what I try.
| Myron Waldern Aulamaxa |
I was proud of the day that I had texted "Noice!" (instead of "Nice!") enough times to my wife that my text app stopped trying to auto-correct it.
It probably had nothing to do with me, but I won't acknowledge that.
Impasha
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It looks like the Salt Works is on the coast. Most likely they were making their salt from sea water, which means there's probably an opening into the compound from the sea. So we should definitely take our new boat out for a fishing trip to have a look. That might also be how supplies and new prisoners are brought in.
If we can figure out how to get in from the sea route, that would also be the easiest way to get people out, though we might need a bigger boat. It looks from the map that there's a sort of fortress to the north about 1/3 of a mile away. So once we break the prisoners out, if we take them out by sea, we should plan to float them south beyond the city walls.
What's across the Yolubilis River to the west? We should investigate that too.
All in all, I think we need to have a look from the boat. Maybe while Celas the Mime and Buttercup and Myron explore the land side of things, Bellara and Elarion can explore the river side? (Myron is going to be jealous he didn't think of the mime thing first.)
| DM DoctorEvil |
We just need a confirmation from one more player before putting this plan into motion!
For anyone making checks or recalling knowledge about this district:
The formidable structure at C1 is Castle Kintargo, the seat of power in the city and headquarters for the Hellknights of the Order of the Rack.
Down along the water:
Old Harbor (O1) is Kintargo’s original port. Though larger ships now use the Yolubilis Harbor piers, Old Harbor still sees heavy traffic bringing in bulk materials like lumber, stone, and salt.
The Salt Market (O2) sits nearby, dealing in salt, granite, and building supplies. It’s a common haunt for local alchemists, masons, and architects.
The Salt Works (O3) sits right in the thick of it.
The surrounding residential pocket of Old Kintargo houses the oldest buildings in the city. Having been razed and rebuilt countless times, legal ownership of any property here is suspect at best—making it ideal ground for discreet operations.
(And given the neighborhood's colorful history... seems like a mime could fit right in.)
| DM DoctorEvil |
I did not mention that the west shore of the Yolubilis River is not part of the city, and there are farmlands and small hamlets along the river, but the rather inland you go, the more you approach the deadly and dangerous Ravounel Forest (from which the province of Cheliax took its name) which is said to be home to all kinds of evilness including - depending on which stories you listen to - tribes of strix, hordes of cultists of Rovagug, and/or malicious fey guardians.
Just touching base on the far shore should not endanger you of those creatures which are found miles inland from the Yolubilis.
Impasha
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Just to clarify, according to the map, the main building is to the west and the small outbuilding is to the east, but in the description in the last GM post, the directions are reversed. I'm assuming that's an oversight and we should trust the map? i.e if we want to go to the main building, we go to the west door?
Impasha
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Each PC who enters will need a Stealth check (you can roll this yourself or just provide your modifier) and position your token in its starting space in the first room behind Impasha. If you wish, you can use Stealth as Initiative, or just roll that as well separately. Recall that moving at Stealth is no more than half-speed, but you can also do away with Stealth entirely, and go barreling into the hallway. if someone wants to stay outside, that's fine also...
Once everyone is in position up near Impasha and ready to move, Impasha is going to move up quickly without stealth to make sure they don't shut that door on us and to stick a shield in their face. I think speed will serve us better than stealth here--we already sort of have the drop on them. Also, we should move down the western wall, better sight lines so they can't see us coming well.
Since 'Vicente' is unaccounted for and they expect Impasha to pass a message to him, I'm gonna guess that he's back in the smaller building right now, which means our guard on the door might be critical here. If Vicente shows up, he needs to be allowed to come into the larger building, then trapped inside and dealt with so he can't go get help.
Impasha
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As I read it, Weapon Surge deals 1d6 spiritual damage, not an additional 1d8. LMK if I am missing something...
I think this is another instance of me using the older edition of the 2E Core book. My version reads: 'an additional weapon die of damage'. I'm absolutely ok with using the current rule and your roll, especially since you were kind enough to roll max damage!
I need to just buy the current version of the rule book.
| Buttercup Bainilus |
The guards have iron maces or wooden cudgels for weapons, and two have bows and a quiver full of poorly fletched arrows. Two steel shields, two sets of leather armor and two chain shirts round out the loot found on the guards.
Should this be added to the loot tracker?
| DM DoctorEvil |
DM DoctorEvil wrote:The guards have iron maces or wooden cudgels for weapons, and two have bows and a quiver full of poorly fletched arrows. Two steel shields, two sets of leather armor and two chain shirts round out the loot found on the guards.Should this be added to the loot tracker?
If you choose to take it. It's a lot to carry...
| DM DoctorEvil |
Don't we have one of the Fushi sisters manning a boat nearby? Is it big enough to hold all of the prisoners?
The small skiff can hold up to 6 people safely. Could hold more unsafely, but that's up to you. And yes, part of your plan was for a pair of the sisters to row the boat near the docks adjacent to the Salt Works.