Lem

Jules Corvid's page

405 posts. Alias of Guru_of_the_Sands.


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Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Hey everyone. I apologize but some events have come up in my life that require a bit more of my attention and will for awhile. I'm afraid i will have to cut some of my game load.

I enjoyed this game but I'm afraid I have to cut it to lighten my load. Please continue and have a great time!


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Hey Guys, Im going to be going dark this weekend due to a camping trip. see you late sunday.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules declined the torch and began picking his way through the rubble in the dim light.

perception: 1d20 + 8 ⇒ (10) + 8 = 18


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules waited a moment looking expectantly at the others to indicate a course of action.

Oh!, You would like me to unlock the door. Just a Moment.

Jules produced a set of lockpicks and set top unlocking the door
Disable Device: 1d20 + 11 ⇒ (13) + 11 = 24

Only to find that the lock would not budge.

Hell's Lemon Scented Nethers... It seems that this lock is refusing my persuasion Mr. Vashnarstill.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules sighed. "Allow me a moment."

I am normally no assassin Tarnagius but I believe in this case it would be the most expedient route. give me some time and I will see if I can pull this off.

Jules attempted to climb the tower towards the lookout.

Climb: 1d20 + 2 ⇒ (3) + 2 = 5

But barely makes it off the ground before slipping on the stone. With a look of annoyance, he removed a spool of rope and a grappling hook from his bag.

@GM: Can we make an attempt to hook the rope without the guard noticing?


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

I'll have something up tonight


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules climbed the knotted rope and effortlessly slipped past the guards.

take 10 up the knotted rope and cannot fail the stealth check


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

"I believe I will sneak across and meet you on the other side."

stealth: 1d20 + 18 ⇒ (2) + 18 = 20


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules balanced on the barrel as he brought the crossbow to bear and fired.

Xbow shot: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6
Damage: 1d6 ⇒ 2


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules stops at the water. " I don't suppose it would be to much trouble if one of you could give me a ride? That looks a little deep for me."


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules thinks for a moment. "Narrow hall."


1 person marked this as a favorite.
Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules rolled his eyes at the antics of the party. "I have not consulted the map. However, we are free to move about the district. Once beyond the districts borders we would need to exercise caution. Sewers are likely a good strategy."


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

It's still technically a lie.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

exchanging the jewels for gold sounds like a good plan.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules nods to Rexus then looks to Kethaera, "My knowledge of magic is rudimentary at best buy I think that spell only lasts a few minutes which would not allow us to be invisible the entire time either And reactivating the wand would likely require a word or two which defeats the purpose. I recommend we just make our way in under cover of night and the curfew."


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules is goes out to update the CCG and Dottari patrol routes.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules looked over his maps for the patrol of the CCG and Dottari."We should be able to travel without much Issue. The temple would likely not prove too curious in the why of our trades. I have been meaning to return to the Devil's thread once I have enough gold to purchase said Item."

He looked to the rest of them. "We are still a small rebellion. I alone will likely need a network of a hundred or more men to sufficiently control the flow of information and place eyes and ears in enough places in the city. If Laria can find us a sufficient place to start this cover operation, then we can make this work. We must still be careful about our operations. We cannot bite off more than we can chew as they say. The Dottari are still off limits. Hellknights are out of the question. Mr. Vashnarstill can be trusted enough to know when to have his men engage and when to run. Let us rest tonight and look into the ruins in the morning."


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

boards ate my post 3 times.

Leveled up.

took celestial. I think that means i have all 3 languages on the cipher?


1 person marked this as a favorite.
Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

I'll have something tonight or tomorrow and my pc leveled.

Trying to deal with election anxiety


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

"If you mean creating false flags, I think I can manage something with more men."


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

So here's the thing. I think our best bet is actually the adventurers guild. it allows for more coming and going to disguise numbers. We can also scale it up as an Inn and Bar. Bars always have good information and are great places for us to seed disinformation.

The hellfire club was a decent idea and had a great chance.but honestly the guild is our best bet.

I have to agree with Tarnagius. Kethaera and Pylos' masked identities have been spotted and are likely known. they should be lying lower than normal. Kethaera should need a disguise just to walk outside if CCG are around.

Jules was built as an information broker. So far, I have gotten to use very little of his capabilities. Example 1, I dont need intimidate or torture to force answers, just bluff and diplomacy.

I have to agree that flat denial of anything remotely shady will not work. I know Paladins who are less rigid.

TLDR: I'd say lets go for the adventurer's guild/shop/bar/inn. The concept works well. We might be raided from time to time but that's why we need to modify any building we take over. Preferably in a shadier part of town or even in the docks. Also lets work together a bit more and threaten to take our balls and leave less. tyvm.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

"We are not saying to use the silver raven name as the clubs name or even make people think it's part of it. But it would allow some of us to return to the surface without disguises."


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

"As I said. We are in an information war miss. The public will see us however barzillai wants them to until I have my men work on correcting that. Open warfare for the rebellion is only going to get us smothered. We have to work small for now. The devil cult facade would work and posing it as a Hellfire club gives us authority to turn away actual devil worshippers."


1 person marked this as a favorite.
Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Welcome to my speciality. The information war :)


1 person marked this as a favorite.
Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

" A cult as a front is actually not a terrible idea. Facades amongst facades diva. No worse than posing as a noble and beating one of your slaves." he said calmly and flatly.

"The people who support us would know the truth and word among the interested could be spread discretely. Hellfire clubs are not that uncommon and places a good amount of nobles run shoulders. It could be very advantageous. You will need to come to terms that we are in a war of information. We have to control our facades on all fronts. That means appearing legitimate to the aristocracy and showing the true face of the rebellion to the loyal. Surely we will be fighting Barzillai's word aainst our own in the public."


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

"Leave that to me. I'll see them properly fenced. We have to be careful with any purchases though. It would not surprise me if powerful items were tracked."

I'll have my level up done within a day or 2


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules's next talent is going to be Black Market Connections, which should help us get access to gear.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

I'm for it


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules graciously ate the provided meal and went back to work on his patrol map and waited for word from his eyes and ears.

Occasionally he walked into the storage room to assist Rexus in working through the information.

I'm k with skipping to the week resolution then performing the investigation.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules declined the weapon. "I'm afraid not. It's far to large for me to use. That said. Targanius, I think our new recruits would do well under your tactical mind.'


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules stepped along with head down and hands bolted to his side. "Marvus, Ma'am"

bluff: 1d20 + 8 ⇒ (4) + 8 = 12


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules did his best impression of a life he previously knew. He went about small manual tasks while attempting to stay beneath notice.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

I built Jules as an all around sneak, saboteur with a silver tongue. Also I can take 10 to appear innocent with a bluff at all times. I can also use bluff or diplomacy in place of intimidate to change someone's attitude towards me.

As halflings suffer in combat (something that is likely alleviated at level 3) I built a sneaky talker ;)


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

And worst comes to worst, the near invisible halfling will break you out. ;)


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules smacked his forehead and stayed on the boat. "Miss, you do not give me orders. They will be perfectly fine against a group of barely trained thugs and Vendalfek is crafty enough to get away. I have the mission to complete."

Jules did draw a dagger into a throwing position though and readied himself to hurl the blade if any of those thugs got too close.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules rolled his eyes and helped people onto the boat. "I have said it once and I will say it again. We are LEAVING. Miss, if you are not on this boat when we are ready I am leaving you here with those two!"


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules nodded and pointed out the boat. "Be safe. Everyone else, we are LEAVING. Get to the boat!"


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Hey guys, I'm going to be out of communications until sunday evening. Feel free to bot jules. or (preferably) let him hide and tag along.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules nodded to Tarnagius and followed the party.


1 person marked this as a favorite.
Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

I considered using it to just glue the door shut but that works too lol


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules nodded and retreated back to the others. "Time to get back to the nest!"


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules put a shoulder into a barrel to attempt to move it.

Strength: 1d20 ⇒ 8


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules Moved to try and get the door jammed with anything he could in the room.

"I could use a hand on this door!"


1 person marked this as a favorite.
Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Out on you? I went to try and slow the guards down.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules bolted for the back door. He tried to get it closes and the door barred.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules sidesteps the fleeing man.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

I intended to take 1 half speed move for the first action and then a full move for the second move action I forgot the shaken please take 2 off of the total.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules attempted to dodge the brute and run to a more advantageous position.

Acrobatics: 1d20 + 10 ⇒ (13) + 10 = 23

acrobatics and double move toward the others at the front door and into flanking if I can.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

? We've dealt wit the Jills.


Skills:
Acrobatics: +11; Bluff: +9; Diplomacy:+10; Disable Device: +9; Disguise: +9; Escpe Artist: +9; K: History: +7; K: Local: +6; K: Nobility +7; Linguistics: +8; Perception: +8; Sense Motive +4; Sleight of Hand: +7; Stealth: +18
HP: 27/27 | Init: +3 | Perc: +8 | AC: 16 | Touch: 14 | FF: 13 | CMD: 13 | Fort: +3 | Ref: +7 | Will: +2 (+2 vs fear)

Jules winced at the smell but moved forward inspecting the first door and listening for what might lie beyond it.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

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