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                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   Ok, here's the quote:
 GM Spazmodeus wrote: 
 Can we all answer bluedove if we haven't already and maybe she can get another post or two before she misty steps away?  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   I vote for stealing them. Maybe we offer to help manufacture or provide security for the delivery? And then mysteriously they are all in our tavern. One applicant, but I haven't heard from him lately.  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   Anybody else want to post or are we ready for the next chapter? And what about stealing or sabotaging the healing potions?  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   Just reiterating that we can keep posting while we look for a GM. Bluedove might even stay with us a while longer...  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   So we appear to be at five players and no GM. I guess I'll initiate another GM search if bluedove doesn't chime in.  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   I know Aurelius had to take a break, but now is back. Could everyone else please sound off that you're still with us. Especially bluedove, please. I 100% want to keep this going.  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   Sorry to hear that, Aurelius. That has to be very difficult. Bluedove do you need anybody else to post before we move along? I'd love to pick up the pace a bit, although I know people are busy and traveling. Thank you.  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   Quote: Jalila is still susceptible to the other social skills as well, wrestling is her favored way to bond but she's also hard to beat. The social DCs are lower. Fellzir explains that Guillaume is a master swordsman and has seldom been so much as scratched in battle. We would be fearsome allies if she ever needed our aid. bluff: 1d20 + 8 ⇒ (7) + 8 = 15  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   "Go for the back of her knee! She will be helpless!" Fellzir encourages somewhat sarcastically. That was supposed to be in Gameplay.  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   Welllll, so much for that idea. Open/Close only has a range of 35 feet. (Maybe 40 if you do the casting at a higher level trick.) Same for Mage Hand. Maybe you could stand 35 feet away, cast the spell, then move 20 feet as a move action before the gas reaches you? It takes a round to spread.  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   Sercrutio, can you prepare the open/close cantrip? It would be a cheap scroll if we need one and well worth the orice.  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   "Guillaume, do you want to go spar with the lady? I can heal you up afterwards or simply wait outside if you find yourself in a grapple." Fellzir, not having a good opening to return to the manor, thinks this might be a good plan and that his presence will help Guillaume if it's somehow a trap or something goes wrong.  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   This black metal urn with a lead stopper bears the image of countless gaunt humanoids piled on top of one another in a torturous melee. When the stopper is removed, an invisible and odorless gas pours from the bottle, covering a 50-foot-radius area in 1 round. What happens to the character who opens the bottle? Can they knowingly hold their breath, open the stopper, and run?  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   Fellzir confirms that neither is dying and ensures they won't suffocate in the sacks. When they are delivered, he says simply, "As promised. Now tell us more about this unusual reward."  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   I'm going to wait a little to see what the others do and who can swim. Does this look like DC 5 swim checks or DC 10, bluedove?  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   Fellzir moves down the hill and up to the river's edge trying to coax the halflings back out of the water. Botting Aurelius because it's been three weeks. Hope that's ok.
  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   If The Shrike is right there next to the rope, he could throw it near Leora and then Sercrutio could animate it.  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   It's everyone's turn. Fellzir double moves again, assuming left is downstream and that he can take 10 on the athletics. Please let me know if I am mistaken on either.  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   Fellzir tries to follow Sercrutio up to the plateau, but quickly remembers his failings in the athletic world. Climb: 1d20 + 1 ⇒ (3) + 1 = 4 "Maybe we could escape this way instead of trying to jump across a river?"  
 
            
              
                 Male Human Cleric 4, 35 hp, +2 Init, Saves: 6/2/6, Domains: Trickery & Evil, AC 18, FF16, T 12,  Spells  4-0, 5-1st, 4-2nd, Bluff8, Dip7,Heal7,Perc3,Sense7,Stlth6,Spell7, Geo&Hist5, Craft10 
              
              
                
                   
	
		   Looking at the map, I'm trying to calculate if they will be wading across the river or if that requires a swim check. Or possibly they jump from rock to rock. (Although it seems too far for a standing broad jump) 
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