The_Universe
First Post
Clarifications and refinements
Despite this, you might get a bonus if you declared that you had been "practicing" with the group--although it won't be anything spectacular.
Alternatively, you've got enough money now that you could get at least 6 (and I might make a deal for 7) rings of telepathy made, so that you could communicate silently, making the innuendo checks unnecessary. It'd wipe you out almost completely of gold, silver, gems, and goods....but they'd make invading easier. (I think you'd have 3000 GP left).
You can choose what kind of alarm it is. If you want a silent, mental alarm, it'll be a spider-sense kind of tingle. You can even make the alarm audible to everyone. You could cast it so that it was a tickle in your armpit--you pick, and that's what it is.
I like the red cloth....or maybe coins with phoenixes on them? The symbol need not be scary on its own...but the more you do, the more times you leave it, the scarier it will get.
Passwall makes a good backup for escape, although you'd still need to get across the inner and outer no-man's land.Laurel said:Still need at least one plan to get out in a hurry though J- but that could be the hole in wall or the disguise trick them into killing each other.
Whatever you do, just make sure you have the timing ready and agreed upon--if somebody decides to change the plan at this point, it will be hard to get back on track. Invis. is primarily being used to get you across the dangerous no man's land without being observed. Nobody has made any forays into that area yet from your side, and so you'll need to be careful, even though you'll be invisible. I like the staggering idea, as well as hitting two sides of a guard post, and meeting in the middle. All of the small variations are valid, it's just a matter of you guys picking one. Draw straws, roll a die--whatever. I see no major disadvantage with any of them.Laurel said:Staggering our ascents good, but time or distance? If time staggering, maybe just have team one go then one minutes after grapples go up team two goes using the same ropes and hooks already in place.
In a rules sense, no. If there's a complete communication system that you have created, it would cost the same (in skill points) as learning a new language. If it's just generally descriptive signals and movements, it's just a bluff/sense motive thing.Laurel said:On that same note- can Arhconus and I, who have hand signals worked out after four weeks of hunting now, teach basic ones to the group? Would it add/help/negate the check for whatever that is?
Despite this, you might get a bonus if you declared that you had been "practicing" with the group--although it won't be anything spectacular.
Alternatively, you've got enough money now that you could get at least 6 (and I might make a deal for 7) rings of telepathy made, so that you could communicate silently, making the innuendo checks unnecessary. It'd wipe you out almost completely of gold, silver, gems, and goods....but they'd make invading easier. (I think you'd have 3000 GP left).
Laurel said:is it this piercing pain in my head if it goes off? do I end up with a penalty for listen checks while alarm goes off? after it starts do I just dispel the spell and it stops?
You can choose what kind of alarm it is. If you want a silent, mental alarm, it'll be a spider-sense kind of tingle. You can even make the alarm audible to everyone. You could cast it so that it was a tickle in your armpit--you pick, and that's what it is.
Laurel said:On a less important note- our calling card- We could always just go with leaving the talon mark on foreheads/ chopping off heads/ tying pieces of red cloth to uniforms of enemies… I just do not think any of these will strike fear into the enemy, but it would tie all the killings together.
I like the red cloth....or maybe coins with phoenixes on them? The symbol need not be scary on its own...but the more you do, the more times you leave it, the scarier it will get.
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