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Day 22 (44) - the Rimrunners

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Post  Bella Thu Jul 26, 2012 11:42 am

I see three options on dealing with the rimrunner guild part. You are welcome to suggest more.

1. go in the daytime to see if you can have a meeting with a representative.

2. Try to sneak in at night to look around.

3. Bash the door down at night or daytime and start killing people.

How does the party want to approach this?
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Post  Specs Fri Jul 27, 2012 4:39 am

I suggest having a good and honest chat with their representative. This would be the most prudent thing to do in this case in my opinion.

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Post  Wedge Sun Jul 29, 2012 10:26 am

I think a chat is the place to start. We'll probably learn enough to decide on our next move.

An additional option for dealing with the Rimrunners could be to snatch one of their leaders/associates and get them to talk. Not sure how feasible that would be...

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Post  Wakko Sun Jul 29, 2012 12:33 pm

I say we find out who the leaders are, and then go have a chat with one of them.


Diplomacy +15 + 13 = 28


Last edited by Namkitu on Sun Jul 29, 2012 12:33 pm; edited 1 time in total (Reason for editing : dice roll added)
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Post  Bella Sun Jul 29, 2012 12:33 pm

The member 'Namkitu' has done the following action : Dices roll

'd20' : 13
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Post  Bella Mon Jul 30, 2012 9:27 am

Thorborg Silverskorr and Goti Runecaster are the main leaders but they are seldom seen in public, so locating them individually is likely out of the question.

You make your way to a two story building that is the main office of the Rimrunners.

In addition to the normal guards posted throughout the guildhall, dozens of armed guards, members of the city watch, and witnesses may be found near the guildhall at any time during the day.

As the group approaches the doors, some of the guards put their hands on their weapons. "Adventures 'ave no business here. This is a guildhall for merchants. People armored such as yourselves are not permitted to enter!"

He looks to his subordinate to his right and says "Go inform the city watch to come of they should hear battle."

(DM: basically they will not let a group armed such as yourself into the guildhall. Merchants and those dressed like one may enter. In other words, you need a reason to enter the merchants guild to get far.)
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Post  Wakko Thu Aug 02, 2012 8:56 am

"What is your name, guard? I am sure that Thorberg will want to know why we have been detained. I am Namkitu, from the Sandpoint Trading Guild. I have personal business with Thorborg Silverskorr and Goti Runecaster. The rest are my guards and advisers. Now, if you would kindly step aside."



I think this would be bluff (+11) or diplomacy (+15).
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Post  Bella Thu Aug 02, 2012 8:56 am

The member 'Namkitu' has done the following action : Dices roll

'd20' : 7
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Post  Bella Thu Aug 02, 2012 11:17 am

The gaurd laughs a mocking laugh.

"If yous had a meeting with them, it aint gonna be here. Theys never at the guild hall. If yous really have some business with the guild, come back without a small army with ya. Rules is rules. We can't allow people with armor and things that can hurt, kill or intimadate other merchants or the reprisentatives of the guild. Is bad for business. You leave the armor (light armor is fine), ranged weapons and any large weapons (a single one handed blade is fine) with your friends here and you are welcome to enter. But you all cant enter armed like that."
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Post  Wedge Fri Aug 03, 2012 10:43 am

"Intimidate them? If I was going to intimidate them I'd kill all their guards. Leaving them defenseless, that would intimidate them.... Good thing I don't believe in violence."

Bluff check -1

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Post  Bella Fri Aug 03, 2012 10:43 am

The member 'Yippee Kai Yay Mo Pho' has done the following action : Dices roll

'd20' : 15
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Post  Bella Fri Aug 03, 2012 10:59 am

Threats won't scare us. you going to kill us in the middle of the street in front of all the witnesses? The watch will be here in a minute or so to back us up as well. Again. You." he taps his finger against your chest with each word.

"Ain't. Entering. Dressed. Like. That."

Intimidate +4


Last edited by Admin on Fri Aug 03, 2012 10:59 am; edited 1 time in total
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Post  Bella Fri Aug 03, 2012 10:59 am

The member 'Admin' has done the following action : Dices roll

'd20' : 18
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Post  Wedge Fri Aug 03, 2012 11:58 am

OOC: How do I know if your roll is sufficient to intimidate me?

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Post  Bella Fri Aug 03, 2012 12:05 pm

The DC of this check is equal to 10 + your Hit Dice + your Wisdom modifier. If you fail you are shaken.

Success: If your intimidate check is successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC.

I rolled a 22 total so in order for you to NOT be shaken your wisdom needs to be at least 24.

The group can do a sense motive if they want on the guard.
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Post  Wedge Fri Aug 03, 2012 12:15 pm

"Relax. I'm not even interested in going in there."

Mentally add the guard to my enemies list.

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Post  Wakko Fri Aug 03, 2012 3:50 pm

Sense Motive (+15)
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Post  Bella Fri Aug 03, 2012 3:50 pm

The member 'Namkitu' has done the following action : Dices roll

'd20' : 14
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Post  Bella Fri Aug 03, 2012 4:58 pm

Serinna the paladin would first tell you he is not showing as evil.

For sense motive, he is not trying to give a hard time. He is just following the rules. He does not want trouble, but will fight if pressed. With that roll, you would also pick up on the fact that he is probably an honost man not prone to bribes either.

So the options are:
1. do as he advised and leave any ranged weapons and two handed blades outside (only one one handed blade is allowed in as well). you can wear light armor.

2. Kill his guards, city watch and bystandards and go in.

3. Come back at night. There will probably be guards then as well, but the streets will not be as busy.

4. Try and sneak in with stealth (which would be hard to do if all players attempted it)
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Post  Wedge Fri Aug 03, 2012 5:06 pm

I vote 1. In which case I'll either stay outside or leave one of my swords with Sam.

I would not mind 4 - trying to sneak in but who else could go with me? Van is the only person I can think of with good stealth, but neither of us have Diplomacy that's worth anything. So what would we do when we get in?

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Post  Wakko Fri Aug 03, 2012 5:07 pm

I am willing to go in with Ki and Jo, as we are lightly armored at best.
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Post  Bella Fri Aug 03, 2012 5:12 pm

You would go in and see if you can find anything of interest (papers, the missing guide or guides friends that dissapeared after the earth elementals attacked the temple, or the sword). Invisible would be best of course.

You could try this if you have trouble doing #1..... (snicker)
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Post  Wakko Fri Aug 03, 2012 5:22 pm

I can mage armor (from a wand) the three fighter types. Oh for glamored armor.
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Post  girdnas Sat Aug 04, 2012 1:37 am

Glaring at the guard from under his hood, half his tattooed face visible, Jo hisses at him, "Your mockery will be your curse, fool! Defy us and those that live between will come for you, and yours! Clatu Verata Nictu!" As he whispers this last chant, a hand thrusts forth from the cloak, shaking a hideous doll made of child's bones at the man (kept from Attic Whisperer). He then lets go of the doll, and it floats in the air in front of him, bobbing and dancing apparently on its own. (Sleight of hand +6 if necessary to conceal the single strands of hair that are holding the doll aloft).

OOC: Jo only has a +4 Intimidate, which is fine if it works, but his goal is really only to frighten the man by tricking him into believing he is or will be cursed by what Jo is doing. If it works, Jo cackles to himself. He knows his Patron appreciates such trickery. If it doesn't work, it was still funny to Jo. He cackles.




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Post  girdnas Sat Aug 04, 2012 12:18 pm

Intimidate

+4

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