79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Away Team: "Ferez, didn't I just say... never mind, you seem to have it handled." My bad, I planned to have him cast invisibility, but he hadn't actually had an action yet. He will cast invisibility now and move to R9.
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Away Team: Salvorazo and Gil are both invisible and can dimension door to a location by description - such as "behind that door" - should they jump to the unknown doors to seek Trinkis while you all finish Mr. Lizard? Ferez follows Barkhad and takes up position in V19 flanking opposite Kazadar and her daggers flash once more. Single attack because of the movement, of course. Attack: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 Flanking
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Away Team: Battlefield control and focused attacks (when necessary) is the order of the day. Janosz isn't even likely to survive a withdraw action at this point. A wall of force laid along the line between columns O and P would not have anything to prevent its formation at the moment and would cover him from the big hairy eat-mes. And we would be on the side with the exit, to boot. However, the other doors would not be available, one of which may hide Trinkis. The exit we are aware of is north past a pair of mobs, which may be enough of a challenge in and of themselves.
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Away Team: A thought for Ez' action - what if he puts his wall of force along the line between Janosz and the Horned Legion goons? We don't need to beat them, just find Trinkis and split, right? The wall of force should at least slow them down for a minute...
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Away Team: So, to summarize and clean up some math, Ferez steps to T16 as she whips out a dagger in each hand and begins to carve on the lizardman L4. If a 23 hits and he is susceptible to sneak attack, she does 82 points of damage including a critical. If a 27 hits, she does 48; a 29 would do 21 points.
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Away Team: One of the gamblers south of the dais (Gil) tumbles out of reach of the mob that has formed in his area, but disappears from view as he does so.
Acrobatics to avoid provoking AoO from the mob: 1d20 + 17 ⇒ (15) + 17 = 32 Move to V22 and cast an extended greater invisibility, good for 24 rounds.
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Away Team: I hate to be that girl, but I was looking at acting for Ferez, also, and had considered her options. She will need to move to benefit from flanking and will need to make a melee attack to avoid the penalty for a ranged attack into melee. She doesn't appear to have Precise Shot in her repertoire. I would suggest that she make the 5' step and slash away. Nothing else needs to change.
That said, Salvarazo has a plan. Have her stay close. "Ferez, remember that night in the Cogs, the fight with the idiots selling Dragon's Blood?" Bluff: 1d20 + 12 ⇒ (16) + 12 = 28 Attempting to pass a secret message to Ferez to stay close so he can cast greater invisibility on her. Just checked the initiative chart - I thought he went next, sorry. Removed his move action because a lot can happen between now and then. Gil's action should be forthcoming so you aren't waiting on me again.
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Away team:
Will save: 1d20 + 11 ⇒ (9) + 11 = 20
Initiative: 1d20 + 4 ⇒ (16) + 4 = 20 Gil feels the assault, but her mutable nature gives her an edge. Even as she realizes that she’s thrown off the attack, she is evaluating what she should do to maintain cover. Seeing many around her clutching their heads and falling to the ground in agony, she follows suit. Bluff: 1d20 + 20 ⇒ (16) + 20 = 36 Vaisy: Janosz said they are ogre magi! They just attacked the whole room with some mental attack! Be prepared to drop in, but keep looking for that pilot!
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Away Team:
The nondescript gambler that Is Gil is very focused on the game before him, asking another watching gambler about how it plays.
Bluff to hide her attention on the dais: 1d20 + 21 ⇒ (16) + 21 = 37 Perception to see cheating: 1d20 + 16 ⇒ (13) + 16 = 29
Vaisyrharath: Tense here. Hope you’ve found the prize. Suggest the negotiators tell the boss it’s not a show of force, it is proof that there really are customers for the job.
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Aubrey: Can I surreptitiously navigate to a gaming table within earshot of the dias? I'd prefer one where I can listen for signs of tension - if not actual words - from the dias while I look for people among the crowd showing unusual attention to the transaction, to see if there are unseen guards among the crowd.
Stealth: 1d20 + 15 ⇒ (2) + 15 = 17 to move without drawing attention to myself. Or not.
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Aubrey: Gil mingles and observes, working to pick up snippets of conversation that might provide insight into the operation. She’s open to conversation, but doesn’t try to initiate anything beyond nods and minimal greetings, thinking that this crowd is not here for social time and that being chatty will draw attention to her.
Stealth: 1d20 + 15 ⇒ (17) + 15 = 32 Perception: 1d20 + 16 ⇒ (3) + 16 = 19
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Gil will head out early and see if she can get a lead on how to get in - new in town, looking for a game, that type of thing. She may not get in until after the others are inside, I realize. Diplomacy to Gather Information: 1d20 + 20 ⇒ (15) + 20 = 35
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Gil’s disguise is natural plus skill. The magic involved concerns her gear, including clothes that take the appearance she chooses. But her face is whatever face she chooses - this time, she wants to look like the average person on the street, so I presume human. Male form, shorter and overweight, definitely no one’s idea of a physical threat despite the rapier on his hip; standard clothes that she sees on the street, but one element so the others recognize her - maybe an earring with a red stone in her left ear. Disguise check: 1d20 + 23 ⇒ (2) + 23 = 25
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Gil explains, ”His type of magic makes it possible for us to talk mentally to him. He can pass messages on to the rest of the team. My thought is that this ability would be a strong ace in the hole during this evening’s activity. We can speak without being overheard - and the listener need not be in the building at the time.”
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
”Ok, before we get too far into the planning, some of us are unfamiliar with the area. What’s the scoop on the city below - what sort of law enforcement, who must we avoid? Also, Vaisyrhath, can you include our friends in a mindlink? If not, I can approximate it with magic.”
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Gil’s eyebrows rise at Ferez’ remark. ”Well, introductions are in order. And that sounds like a tale worth telling. And precisely how much is this Joord expecting to receive tonight in exchange for Trinkis?”
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
"Well, the good news is you don't have to land. Just get us close. We have an package to deliver. And we want to see the world. The Karrnathi Navy didn't quite live up to the promise on the recruitment posters..." The last is delivered with a definite twinkle in her eye. "We'll have some time, then, to discuss the pardon. And the nature of the alleged crime, because that could impact the best way to proceed, I imagine. We have some new friends in the tent, by the way, and we have lost some old ones. If we can set the tent up again, we won't impose on your accommodations otherwise."
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Outside the tent: Why am I lead diplomat if Hal's rolling a 38? Seriously, his bonus is better than mine by one. Kaz, are you attempting a diplomacy aid, also?
"Hello, Marius. Sorry to pop in on you with so little notice. As Master Farlowe has stated with such efficiency, we cannot meet your request with liquid assets, but we can provide considerable aid in other ways and are prepared to do so. What is it you need? Not in gold - what is it you need?" Diplomacy: 1d20 + 20 ⇒ (20) + 20 = 40 I guess that's what happens with Hal puts pressure on me with a 38 for an aid roll.
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Mintash wrote: "This tent is a curious item. I will wait inside for the transport." "It is a fascinating place. Don't try to explore it all while you are within - you won't have time." She pauses for a beat before smiling, "Not in this lifetime, anyway. Be sure to ask the butler for something weird just to see how he reacts." Ezreal, Gil, Haladon, and two more outside. Janosz, perhaps? Pierce and Mintash planning on being inside; Kazadar potentially doing some crafting within, so he might be setting up shop already. That leaves Vaisyrharath, I believe, who is not a familiar face to our reluctant ship owner, but I suspect Vaisy needs to be on the same plane with the rest of us if we wish to utilize his mental link. Gil can provide a temporary alternative to those outside the tent if desired.
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Embarassing, I can perform a sending, should have tried that earlier. Once returned to their accommodations, Gil sits to compose a query to Marrius. Open to suggestions, Limited to 25 characters, of course.
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
"I just didn't want you to strike out in reflex - I'm fragile, you know. And for the record, I'm Runzyl at the moment in case someone else sees through the invisibility. I don't want them to see my latest alter ego. As for kalashtar help, yes, we do. We don't know then terribly well yet, but as you say, we have to trust something - in this case, we are trusting the people that asked us to do this task are providing help and not hindrance." Back in the boutique, no longer invisible and wearing the guise of the young lady once more, Gil petulantly says, "No, no, no, this simply will not do! Come, we might as well continue our errands." Followed by her continent of three(!) liveried warforged bodyguards, she heads for the door. Vaisyrharath Not the most subtle, but fun. Now I have three guards. Onward!
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Tell the second group that we will be pausing at this shop, then. Turning to her escorts, she says, "I want to see the wares in this store," and heads into a boutique that caters to both men and women. She selects a dress and poses before a mirror before asking if she can try it on. With her escorts standing before the door in a watchful pose, she changes form and attire to that of a certain elf and casts invisibility on herself before slipping out of the dressing room and heading back out onto the street. Moving up to where a suspicious Janosz awaits, but before she's in reach for a potentially violent reaction from him, she says using Runzyl's voice, "Do you ever stop and consider the many allies that have passed through our lives, Shadow Marcher? May I approach?" Assuming he grants the request, in the voice she usually uses with her Cassandra persona, she whispers once she is close enough, "We have new friends traveling with us, but we are all disguised in hopes of avoiding detection from some old friends you might recall. Those old friends might recall you, as well, so I would like to alter your appearance, too. Do you see the boutique down the street? They don't carry a lot of clothes you'd choose, but if you can pick something out and get a dressing room in which to try it on, I can disguise you out of anyone's sight. We will introduce you to Vaisyrharath later. He will ask about creating a permanent mental link. Seems a tactically solid choice, so the rest of us have let him do so."
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Now that’s in character if any post I’ve seen has been. I can return to my normal form without affecting the other disguises if I need to meet him face-to-face. Don’t make that offer, just tell me if it’s necessary. He will rightly suspect a trick otherwise.
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Perception: 1d20 + 16 ⇒ (8) + 16 = 24 If you missed the train, we have probably completed some or all of our sales transaction and are looking for Captain Marrius. Since the plan wasn't completely formed when Janosz left, all he knows is that three of us will be disguised and transporting gear (via the portable hole) for sale. The plan for the rest of the group wasn't set yet. If/when we arrive in the same location, since he's not hiding himself, she will likely spot him using the roll above. When she does, she will report via telepathy to the central hub of our little mental communication network. Someone looking like Janosz is ahead, left side, but if it's him, he missed his train and he's had some work done. Vaisyrharath, can you add him to the mental conversation or apprise him of the plan? He can shadow us very effectively, but we don't want him to visibly join the group without a disguise. If you can't add him, I will need a moment to bring him up to speed. I assume he can, so I won't go into the necessary steps for her to change form to one he recognizes and catch him, bring him up to speed, cast a spell of disguise on him, and change back to my spoiled-little-rich girl guise alongside my new beau.
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Gil is in full flirt-and-pout mode as the scion of a minor family trying to ignore the two rather obvious bodyguards following her closely. Wow, Haladon - you should be playing the lead role here! Diplomacy: 1d20 + 20 ⇒ (5) + 20 = 25 I'm not the team diplomat anymore, obviously.
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
Gil’s veil will disguise group one (with her) as described earlier. The second group will be disguised as a half-elven troupe of varying ages, but all bearing a familial resemblance. May I present to you the Family Zamboni, of the Flying Zambonis. (Not everyone gets to be a flyer, even in a family of flyers.)
79/79 hp, 0 nonlethal; Effects: ; Perception +16, vs traps +20; Guise: Non-descript male gambler
”My magic will accommodate the group, if need be. Would the larger group draw more attention? Or perhaps we can travel in two groups, for sake of mutual protection while not obviously traveling together...”
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