Rachette Brosca (
sistertohermen) wrote in
faderiftooc2015-12-01 02:21 pm
Plotting for: Scout the Western Approach
Looks like our deets are here. This all sounds...potentially bad! Let's see how much worse it gets by having this group of assholes try to pose as merchants. Totally inconspicuous!

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Please note: the mage is not a healer.
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Also Clint would like to point out he does great at impersonating a merchant! Well, semi-great. Barely passable.
They're totally screwed. lol
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We should probably also at least try talking our way out of any Venatori notice, because I don't think slit throat, arrow to the eyeball, or ripped out hearts look like animals did it. (Well, maybe we could work with heart-ripping...) But lol who's going to be broken up about kicking some Venatori ass if it comes to that.
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I second trying to talk their way out of as many conflicts as they can.
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However, he's going to struggle to actually talk with any Venatori. He knows what they are, and can't bear them. Someone may have to sit him down, telling him in words of one syllable why they shouldn't just kill them all on sight...
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NOTE
In addition to the player characters, you can choose to have up to three NPCs participate in this scouting mission. NPCs must be Inquisition members (or hired help) and cannot have any skills or information that would be remarkable for your run-of-the-mill Inquisition scout. The purpose of these NPCs is mostly to give you someone to kill off. (:D) They can also do grunt work (e.g., if it would be stupid not to leave someone behind to keep watch but no players want their characters to stand there twiddling thumbs) and advise characters who aren't used to scouting or stealth on any basic skills they may be lacking.
Whether you use the NPCs, what their names and personalities are, and what happens to them is up to the group.
Journal~~
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