Jeggare Noble

Sevros Kalaris's page

53 posts. Alias of Degwyn.


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Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

"Hippa, I'm sorry about what happened today. I feel horrible and wish I could have been closer to help more quickly. It's clear we're not clever tacticians and we need to be more careful in our plans to avoid repeat occurrences."

For clues about the Bastards: Kowledge(local): 1d20 + 4 ⇒ (6) + 4 = 10


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Good luck with your production, Mini.

I'm also slammed with a demo and will be travelling Tuesday morning through Thursday this week. I'm trying to keep up but realize I've been a bit slow on the post.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros quickly kneels near Audi and pours a potion of CLW down his throat.

"C'mon man... don't go dark..."


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

whisper to Hippa:
"Can you sleep that Hellknight if I cover you? I think it's our only chance. Once he's out of the picture I have a potion or two for Audi."

I'll do my best to cover Hippa from view of the Hellknight on Audi.

Hopefully Sevros covering plus Brannock distracting is enough to make this work.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros takes a full round run action moving toward Hippa.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

DM:
I'll go with whatever you're ruling is but for clarity I was adding the rolls only in the case that casting sleep was impossible (due to line of sight or distance). It wasn't intended to be a case of me trying to take the better of these two options. I was simply trying to avoid holding up the game if I can't check in until tomorrow.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Seeing Hippa collapse "No, no, no! Hells!"

Here are my two options for action:
1. Cast sleep on the hellknight at Hippa.
OR, if that's not possible...
2. Move to North side of bridge and attack with light crossbow while shouting at him. "Hey! You son of a b!+!%! Start running!"
attack: 1d20 + 2 ⇒ (6) + 2 = 8
damage (if hit): 1d8 ⇒ 6
... I really hope option 1 is possible...


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Once the knights get close to Brannock the distraction should begin so it looks as if they're responsible for him being down.

Sleep is a full round cast time:sleep

As soon as it looks like we have some reaction from the hellknights, Sevros will begin casting sleep. It will be centered on the balista.

Whispered to himself: "Sevros, what have you gotten into?"


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Bridge should, obviously, be the choke point, we'll get better spell coverage there.

"How will we ensure the wagon stops when the hellknights peel off? Perhaps one or more of us act as if our mock bandits have assaulted us and ask the hellknights to help reclaim our belongings to add inspiration for them to give chase..."

"Or... if we get someone to wear the Hellknight chain and act as if they are wounded I could pretend to be providing assistance walking them across the bridge. Again we could act as if a band of brigands attacked and need to be persued. Seeing a fellow Hellknight wounded by the group might be extra motivation to give chase."


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

"That was my thought as well, Brannock."


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

"Here is a thought. Several of us are capable of spellcraft. We could work on a distraction to see if we can get some of the hellknights to peel away from the transport to pursue troublemakers.

If that happens, good, if not the next parts will be more difficult...

Cast sleep spells strategically to affect as many hellknights as possible. We may even need to sleep the transport driver and/or the horses to ensure he doesn't take off with our cargo.

Option one - Access the wagon and remove Arael
In this case we should focus on sleep, fear or command spells to reduce the hellknight numbers. We'll have to have a clear plan for getting Arael out of the wagon and a clear escape route. Perhaps even stock up on some lengths of rope by which to bind the hands and feet of the hellknights to limit their chase.

Option two - Steal the wagon
I'm leaning more toward this option. We can start similar to the first option, reduce the hellknight numbers as much as possible. If none of us are comfortable driving the wagon we intimidate the driver into escorting to a location of our choosing. Once Arael is out, we tell the driver to take the wagon back to Westcrown.

Obscuring mist and ghost sound will help cover our retreat in either case. If we can avoid bloodshed on either side, that's the best route but let's not forget hellknights won't have the same objective."

Sevros snaps his fingers

"Someone here has family who trade horses? Is there any chance we might have use of them?"


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Hippa and Audi, we should also consider how our spells will assist.

Some ideas...

1. Ghost sound (0 level spell) - should get some benefit here given the number of times we could potentially cast this between the three of us.
a. add presence to the riot
b. add additional confusion at the wagon
c. cover the escape of our friends through illusory sound leading hellknights in the wrong direction
d. ?

2. Sleep (1st level spell)
a. Center the casting on whoever is driving the wagon.
b. Center on greatest concentration of hellknights protecting the wagon

3. Obscuring mist (1st level spell)
a. Covers the retreat of our friends
b. Centered on transport to obscure vision plus ghost sound to add confusion

4. Command (1st level spell)
a. Cause hellknights to flee

5. Cause Fear (1st level spell)
a. Well... cause fear

Sevros will be submitting a strategy in the gameplay thread for review.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Cool, I'm still throwing it around in my head and will let you know if it's the direction I go.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

GM - since this is a low-magic campaign would it be inappropriate for me to pick up craft wondrous item or brew potion as a feat? CWI might not be worthwhile given the limited spell options of an adept but I thought it might be fun.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros reconsiders the idea.

"Hmm... actually that's not bad. As long as the item can be discreetly carried or discarded when necessary... I'm Sevros Kalaris, my parents run Kalaris' Needle and Thimble. I'm fairly skilled in garment design, repair and fabric negotiations. I can help."

Sevros bows to the group.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros shrugs.

"Words in the wind can still be heard but not caught. I absolutely support what is happening here. Hells, I'll even help supply the fabric and tailoring for those uniforms. Wearing an identifier that signifies me as an outlaw makes it much more difficult to talk my way out of something if I'm caught."


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros has been listening quietly to the suggestions, mulling them over.

"Whatever our course, there's great danger. I'm with Audi in that I prefer a situation where we melt away without injury."

"As for a uniform, I think we're asking for trouble if we're wearing an obvious identifier when we attack a prisoner transport caravan. If we're talking about a uniform for our time cleaning up the shadows, where we're not in direct conflict with hellknights, it might be interesting. I just don't want to be tossed in chains for being in possession of a purple hat, or whatever the uniform includes, I'd rather not be so obvious."

"I'll come along to scout the area with Brannock and Tramtris. My friend Mr. Corvus might help us find something interesting from his perspective."


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

"HAHA! Yes! Janivan, meet Mr Corvus. I've been expecting you, friend. I trust your journey was without event?"

Mr Corvus flies in and perches on the edge of the bath.

"Thank you, Janivan. I'll be along shortly." He offers her a wink as he closes the door to finish his bath.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

I'm going to stick some stats in my char sheet and will have to verify with herolab when I get home tonight. I don't trust myself to adjust everything properly plus sleep deprivation plus too much coffee plus dayquil equals maths failures galore.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

I'll add the potions to my inventory, speak up if you want one and I'll take it off my list.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Detect magic + spellcraft (1d20 + 4 ⇒ (11) + 4 = 15) to identify the potions or note any magical items the hellknights were carrying.

Sevros takes one of the light crossbows and 20 bolts.

d100 request: 1d100 ⇒ 40


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros looks over the bleeding Hellknights and is conflicted.

"I suppose you're right Audi... letting them die doesn't further our cause, it just stacks the charges against us if we're caught."

Sevros tends to one of the bleeding hellknights then takes whatever money/valuables he may have.

heal: 1d20 + 7 ⇒ (8) + 7 = 15


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Caught up on gameplay thread, looks like my last action was healing Tram and I'm on hold until the hellknights do their thing.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Wait! I'm still here!

Sorry for the absence, I'll get something posted this afternoon once I catch up on the thread.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

1d100 ⇒ 97


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

loads of meetings today so I'm just now checking in

Sevros lends a hand to clear the rubble.

"Janivan, how much farther? What can we do to reduce the risk of compromising your safe house at the end of this path?"


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros shakes his head as the party begins passing through the door as he mutters to himself.

"don't overthink things, kid."


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

"Or... well... I've never done this with a lock before but if we limit the damage I might be able to repair it after we pass through the door."


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

"It sounds like The Rack is on our heels. I can't offer any help picking this lock ... What if we just knock? It's either that or we smash through."

Sevros looks to Janivan with a raised eyebrow. Do you know this route?

Is this like a padlock on our side of the door (indicating someone locked it from this side) or is it more like a deadbolt that might have a keyhole on each side of the door? I'm assuming the later.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

"Let's dig! "

Sevros begins moving rubble.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

"Blocked... I say we keep moving."

Unless Janivan thinks otherwise, Sevros is happy to continue along the non-ladder route.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

"Agreed, quickly!"

Sevros grabs the closest gob corpse and drags it to a perpendicular tunnel and dumps it 5-10 feet from the intersection. A quick pat-down of the body for anything interesting.

perception: 1d20 + 4 ⇒ (13) + 4 = 17


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

"Perhaps we should stash these bodies in a perpendicular tunnel. If the hellknights are following us maybe it will throw them off our trail?"


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros pushes forward again swinging his walking stick at goblin #3.

attack: 1d20 + 3 ⇒ (13) + 3 = 16
damage (if hit): 1d6 + 1 ⇒ (6) + 1 = 7


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros rushes up to attack #3 with his stick.

attack: 1d20 + 3 ⇒ (15) + 3 = 18
damage (if hit): 1d6 + 1 ⇒ (4) + 1 = 5


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

[dice=init:]1d20+1[/init]

Sevros readies his walking stick


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros is clearly taken off guard when the screaming begins. He flinches, raising his walking stick with both hands above his head while crouching down as if blocking an overhead strike.

"Damn it!" He shouts, embarrassed about his reaction as he runs with the others to get past the shriekers.

"Well, hopefully that will be a clear alert if anyone is following us. Hopefully we don't encounter more of those. I nearly wet my pants..."


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

"Mr Brannock, if you could lead ahead and wait for us if we need to turn, that might be good. Whatever we do, let's get moving quickly. He looks around the group with a nod.

Let's find ourselves in a safe place with better odor soon.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros will help guide people into the trap door then he slides in before Brannock.

Quickly, let's not press our luck.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Good luck with the con!


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros sends a mental projection to his familiar. "Mr Corvus, get clear."

"Picking a fight with the rack will bring a quick end to our cause. Let's get out of here. "

-Posted with Wayfinder


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros puts his hand on Brannock's shoulder.

whisper to Brannock:
I have a friend watching the door for anything fishy. We should be okay for now.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

The shadows may be a good place to start. We'll be breaking curfew but we're not directly challenging those who rule. Hopefully inquisitors and hell knights will be less of a concern.

My question, too, is how we plan to fight the beasts who hunt in the night.

sense motive: 1d20 + 3 ⇒ (15) + 3 = 18

Spoiler:

Sevros checks his bond with Mr. Corvus to see if anything might be amiss outside the tavern. He also does a room sweep to take note of possible escape routes should it be necessary.

whisper to Brannock:

I hope we're not expecting uninvited guests to this party.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros is taken aback by Janivan's abrupt entrance and immediate presentation. He quietly considers Janivan's words and the questions from the other members of the assembly.

My family has done well in these years of stability thanks to the hard work of those in the older generations. My grandfather admitted to me that he was not pleased by the cost of the stability offered by House Thrune. That's when I realized I wasn't alone in feeling sickened by the way we keep our heads down and eyes averted as we carry out our daily grind.

He wraps his walking stick on the floor twice.

We need change and I lend my support to any idea that isn't outright suicidal.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Sevros playfully refers to his raven friend as "Mr. Corvus." When they're out of the house, Mr. Corvus freely flies around somewhere near Sevros but doesn't usually sit on his shoulder or anything like that. At home, Mr. Corvus follows Sevros around and likes to be in the same room.

... I'm tied up in meetings for most of the day but will try to interact with the story when I can chisel out a few minutes.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Seeing a number of familiar faces brought comfort to Sevros as he walked into the tavern. He offered a few nods of recognition before he noticed the half-orc approaching.

Well met good sir. I do remember you but I'm sorry to say your name escapes me. I'm Sevros Kalaris. Sevros extends his hand for a shake. I did receive a letter from Janivan, it was a surprise as I've never met her in person. Have you?

Sevros' raven familiar (forgot about him) is perched on the roof watching for any signs of unwanted attention from authorities.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

It was surprising for Sevros to receive a visitor asking for him at Kalaris' Thimble and Needle. He didn't recognize the woman at first but after a short conversation he remembered helping to heal her father one or two months earlier. When he had met her previously her cheeks were wet with tears and her face twisted with worry and pain due to her father's condition. She was much more beautiful today as she offered gratitude for Sevros' services, handing him a small pouch that clinked with the sound of coins that he would not accept. Knowing that her father was doing well was payment enough.

Before she turned to go she handed Sevros a letter. "My father asked me to pass this letter to you. He says Old Cheliax needs more friends like you."

He opened the letter after she left the shop and was taken aback by the invitation from Janivan. He had heard stories of her exploits and always wondered to what degree the entertaining rumors were true.

Visios during the day. What was the meaning of this invitation? A simple tavern opening? The language in the letter, if he let himself read between the lines, seemed like more than just that.

It could be a trap... there was only one way to know for sure.

Dressed in the clothing he usually wears to further Kalaris business interests in noble houses with his father, he makes his way to Visios. He takes a non-direct route and frequently looks over his shoulder to see if he's being followed. When he doesn't notice a tail he's relieved but that feeling is quickly replaced with paranoia as he wonders if someone following him might be so skilled that it would escape his notice.

He approaches Visios with caution, not sure what to expect.


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

knowledge (local): 1d20 + 4 ⇒ (14) + 4 = 18

-Posted with Wayfinder


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

dot


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Dot.