The Reef

Base Funds
CURRENT BALANCE: 554 gp 0 sp 0 cp EXPENSES: 4 gp/week

Static

 * Glyph of Warding - Blast glyph (3d8 damage) to five feet; located by back stairs leading down to basement.
 * Fusillade of darts trap - targeted at front door, mechanical switch deactivates

Guards
The current guard rotation is broken into three 8-hour shifts consisting of four guards each (all War1). Geremiah, the guard captain, is usually around from 9-5, allowing him to overlap with both the first and second shifts. The goblins and Geremiah live in a nearby flophouse when not on duty. The guards are equipped with what Sarienne purchased for them at the start of Session 24: Down in the Depths. The squad leaders for each shift (marked with a asterix) and Geremiah also carry one of the four crossbows you purchased for them.

Schedule

 * Shift 1 (7 am - 3 pm)
 * Grommel*
 * Forp
 * Bigby
 * Quik


 * Shift 2 (3 pm - 11 pm)
 * Brutus*
 * Pepsi Max - currently in a coma
 * Gellrt
 * Gibbs


 * Shift 3 (11 pm - 7 am)
 * Gibbz*
 * Truan (sister of Kilo)
 * Kilo (brother of Truan)
 * Parahelion

Statblocks
Geremiah, male half-orc Ftr1: Medium-size humanoid (half-orc); HD 1d10+2; hp 12; Init +1, Spd 30 ft; AC 19 (+1 Dex, +6 armor, +2 shield), flat-footed 18, touch 11; SV Fort +4, Ref +1, Will +0; BAB/Grapple +1/+4; Str 17, Dex 13, Con 14, Int 8, Wis 10, Cha 8. Attacks: Masterwork flail +6 melee (1d8+3; x2; bludgeoning) or shield bash +5 melee (1d4+1; x2; bludgeoning) or light crossbow +2 ranged (1d8; 19-20/x2; piercing; 80 ft.) Feats: Improved Initiative, Weapon Focus (flail) Skills: Hide +1, Listen +0, Intimidate +3; Move Silently +1, Ride +1, Spot +0 Equipment: banded mail, heavy steel shield, masterwork flail, light crossbow, 1x potion of cure moderate wounds (2d8+2)

Guard, Male or female goblin War1: Small-size humanoid (goblinoid); HD 1d8+1; hp 5; Init +1, Spd 30 ft; AC 16 (+1 Dex, +3 armor, +2 shield), flat-footed 15, touch 11; SV Fort +3, Ref +1, Will +0; BAB/Grapple +1/-3; Str 11, Dex 13, Con 12, Int 9, Wis 10, Cha 6. Attacks: Club +2 melee (1d6; x2; bludgeoning) or spear +3 ranged (1d6; x3; piercing; 20 ft.) or light crossbow +3 ranged (1d6; 19-20/x2; piercing; 80 ft.) Feats: Alertness Skills: Hide +3, Listen +2, Move Silently +5, Ride +4, Spot +2 Equipment: studded leather armor, heavy wooden shield, club, spear, signal whistle, badge, light crossbow (squad leaders only)