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Anything But Normal, Sailing the Endless Falls...
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<blockquote data-quote="Kelleris" data-source="post: 3081188" data-attributes="member: 19130"><p>Lupaz paces in the gunwale of the ship as it's in process of being rescued, generally pleased at how the situation is going but, of course, not showing it. His voice whispers darkly in the back of his nearby allies' minds.</p><p></p><p><span style="color: DarkSlateBlue"><em>Be careful. These castaways aren't native to Bluegorge. They might simply be traders, but their kind are known for fighting dirty if you give them the chance. I'm going to make sure their story adds up while you attend to their needs.</em></span></p><p></p><p>Lupaz scents the air and looks around, trying to locate more evidence as to the identity of these mysterious refugees. If any of them make any sudden movements or move to interfere with his movements through the boat, Lupaz will catch their gaze with his eerily intelligent one and stare them down.</p><p></p><p>[sblock=OOC - ]Heh, I'm off my game. A 4 on the Intimidate check and that many successful saves? *sigh* Here's hoping for better in the future!</p><p></p><p>Anyway, Lupaz will both look and scent for trading goods, suspicious substances like poison, and that sort of thing, as well as just generally keeping a wary eye (and nose) out. Working with Spot +7, the Scent special ability, the Track feat, and Survival +12. I'll also use my next couple of turns' worth of free actions to try to phase out for just a moment before phasing back in, just to see if there's anything suspicious going on ethereally. If this goes on for a minute or two, I'll be more thorough, using Search +3, Knowledge (local) +11, and Knowledge (geography) +11 as needed.</p><p></p><p>The stare-down thing is an actual use of the demoralize action, not a general Intimidate check, so that's a new roll or rolls. Bonus is still +21, and the one person I rendered shaken will be frightened if she fails her opposed level check, so I won't attempt to further demoralize her.[/sblock]</p></blockquote><p></p>
[QUOTE="Kelleris, post: 3081188, member: 19130"] Lupaz paces in the gunwale of the ship as it's in process of being rescued, generally pleased at how the situation is going but, of course, not showing it. His voice whispers darkly in the back of his nearby allies' minds. [COLOR=DarkSlateBlue][i]Be careful. These castaways aren't native to Bluegorge. They might simply be traders, but their kind are known for fighting dirty if you give them the chance. I'm going to make sure their story adds up while you attend to their needs.[/i][/COLOR] Lupaz scents the air and looks around, trying to locate more evidence as to the identity of these mysterious refugees. If any of them make any sudden movements or move to interfere with his movements through the boat, Lupaz will catch their gaze with his eerily intelligent one and stare them down. [sblock=OOC - ]Heh, I'm off my game. A 4 on the Intimidate check and that many successful saves? *sigh* Here's hoping for better in the future! Anyway, Lupaz will both look and scent for trading goods, suspicious substances like poison, and that sort of thing, as well as just generally keeping a wary eye (and nose) out. Working with Spot +7, the Scent special ability, the Track feat, and Survival +12. I'll also use my next couple of turns' worth of free actions to try to phase out for just a moment before phasing back in, just to see if there's anything suspicious going on ethereally. If this goes on for a minute or two, I'll be more thorough, using Search +3, Knowledge (local) +11, and Knowledge (geography) +11 as needed. The stare-down thing is an actual use of the demoralize action, not a general Intimidate check, so that's a new roll or rolls. Bonus is still +21, and the one person I rendered shaken will be frightened if she fails her opposed level check, so I won't attempt to further demoralize her.[/sblock] [/QUOTE]
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