GM Endless Forms' PFS 07-21 The Sun Orchid Scheme (Inactive)

Game Master Mike Tuholski

A 1-5 PFS scenario played at the 4-5 subtier (4-player adjustments).

Briefing | Tactical Map


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The Flaxseed Pathfinder Lodge

You are waiting for the briefing with your fellow agents.

Please introduce yourself!

Silver Crusade

Male Halfling Warpriest (Desna) 3 Fervor: 3/3 Blessings: 4/4 Luck: 3/3 HP:23 AC:19 T:14 FF:16 Init+3 Fort:+5 Ref:+4 Will:+5 M. Rapier +7, 1d4+7, 18-20x2 Battle Aspergillum +6 1d4 20x2 Shortbow +6, 1d4, 20x3
Skills:
Diplomacy:8 Knowledge-Religion:6 Perception:11

Hennet steps into the room, and takes it all in with a quick glance. At his hip is a rapier, polished to an almost reflective silver, with a purple gem in the pommel. The bell guard is stylized to resemble a butterfly, with the outstretched wings covering the wielder's hand. Two bandoliers full of flasks and wands cross his chest, and his outfit is a simple brown adventuring type bit, though a bit of silver peeks out from under the collar, revealing a very chain shirt. He drops his pack to the floor and finds a seat.
Ah! It's good to be back in the mission circuit! It's been far too long! Just to let you guys know, if you stop questing for a few weeks to deal with family business, you will get inconceivably bored... Who knew Dreng was right all that time? I'm Hennet, by the way. Most people just call me Lucky.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

A ruddy faced halfling, looking a little more like a farmer than an explorer, wanders in.

She too has a rapier at her waist. She looks Lucky over and gives him a nod.

"Hi Lucky, pleased to meet you. I'm Belinda. Belinda Bluefoot, sister to Bulgo Bluefoot. He's a lot more experienced than me. But I'vef been putting in the hard yards recently, and think I can probably hold my own now."

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

It's unclear whether it's the size, posture or copious age-spots adorning the elderly "man" that most contribute to your first assessment of his age as he hobbles into the room. What is certainly clear is that he's old. Very old.

His eyes bulge from behind thick rimmed glasses and a tiny wisp of white hair trails atop his head like a miniature flag blowing in the wind.

While he appears to be wearing a white coat replete with pockets bulging with unknown contents, little by way of armor protects his body outside a set of matching striped pajamas and a pair of blue slippers.

Smacking his lips, he seems to look about the room but focuses on nobody in particular.

"Good neeeews, Pathfinders! Today, the blessings of Mah-ahm be upon you!"

"Today you have the luck of being in the company of the most well-trained, studied Pathfind---"

As if suddenly exhausted by his introduction, the small man's head slumps forward, chin-to-chest and an exceptionally loud snore escapes his withered lips.

"Zzzzz....."

"Quantium... *mumble mumble*... fireball... Thuvian elixir."

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

A Taldean man in his 30's with his sideburns formed into well maintained muttonchops and wearing a long gray coat strolls in. On his back is sheathed an elven curved blade, and some light alchemical materials hang from his belt. He takes a few moments to consider those assembled before clearing his throat and addressing the group, "Although we have not yet received our mission briefing yet, I am certain my adroit investigative skills have recommended me for this task. Please allow me to introduce myself. I am Sebastian Mapplethorpe, formerly of Oppara of the former Empire of Taldor. Before my...unfortunate...exile, I served as a detective and investigator for several municipal and imperial entities due to my unfailing mastery of logic and deduction."

"Fortunately, the Pathfinder Society had the foresight to make use of my prodigious skills and recruited me for the organization. Thus far I've been been assigned to teams responsible for uncovering Azlanti shrines, recovering information on missing VIPs, unearthing information critical to our efforts at the Worldwound, stopping a misfit collection of ne'er-do-wells from causing havoc in Taldor, and had a hand in uprooting some political corruption in Andoran. I must say, that last assignment was the worst. In any event, I look forward to working with each of you on this particular assignment, and I am confident of our success."

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

A tall, lean half-elf listens to the other Pathfinders' introductions. He wears his platinum blonde hair long, and it loosely frames his face. His hand, which bears a rough brand, rests on his sword's pommel.

He wears no armor, symbol of deity, or implements of magic-use. Instead, he is dressed in the fine, flashy garb of a noble. Aside from a pack resting nearby, his only possession seems to be an elegantly-crafted adamantine blade. This sword appears to be a bit over three feet long and very slightly curved. It is not the blade of a brute, but of a duelist. The half-elf's long limbs and agile build seem well-suited to be a swordsman.

When he speaks, it is with a tone full of hubris.

"I am Erevan Stormstride," he says, almost as if it is a boast. "With my considerable skill with my blade, we will not fail."

Silver Crusade

Female Half-Elf Monk (Qinggong Zen Archer) 6 | HP: 39/39 | AC: 18 (18 Tch, 15 Fl) | CMD: 21 | F: +6, R: +6, W: +10 | Init: +1 | Perc: +18, SM: +10 | Active conditions: none

Quietly sitting in a corner, a half-elf lass with long, red hair and bright green eyes watches the others intently. She always looks alert, perhaps even suspicious, and doesn't seem to like talking to others.

"Looks like quite a fine bunch we have here, no? I don't much care for using a sword, that's really more of me brudder's thing. But I can shoot a bow, and that's right useful from time t' time."

Her accent is clearly that of a highlander, but with occasional Tien undertones. It seems an odd combination.


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The Flaxseed Pathfinder Lodge

Good to see everyone is here! With an APL of 3 we are playing up with four-player adjustments. Hope everyone is ok with that! It looks we have a really good group and those were some great introductions so let's get going.

As you walk along chatting with your fellow agents assigned to this new mission, the salty air of Aspenthar’s port yields to delicate perfumes and incense as a servant leads the way into an elegant townhouse. Another servant serves tea in Tian porcelain, offering the first cup to Lady Gloriana Morilla and the second to a regal woman wearing a colorful headscarf and a striking gold necklace.

“At last, our team has arrived!” Lady Gloriana announces, gesturing to the other teacups. “Please help yourselves. Allow me to introduce Lady Ziralia, eldest daughter of Aspenthar’s liege, Prince Zinlo. She has requested the Society’s services for a rather intriguing project.”

Lady Ziralia nods. “Thank you for the introduction, Lady Morilla. As it happens, I am here today on behalf of Pashow, not Aspenthar. Like Thuvia’s other cities, Pashow relies on the sale of sun orchid elixir to fuel its economy. Unfortunately, the last two batches destined for Pashow’s auction house were lost to mishaps with teleportation magic. Emir Guldis has borrowed money to keep the city afloat, but Pashow cannot afford to lose another shipment. Magic failed the last two times, so I’ve petitioned Guldis to transport the vials in person, as my father does. I rallied enough public support that the Emir was forced to see reason, and he began building some armored convoys and training guards to escort them.

“Guldis has entrusted me with looking into his transport’s total security. Our interactions have been somewhat tense of late, and his full motives for choosing me for such a sensitive task are not yet clear. Nonetheless, the task at hand takes precedence over idle speculation. If this shipment is lost, Pashow will suffer greatly, and I respect the weight of my responsibly in preventing that fate.

“The Emir plans to send the transport on a practice run from the Citadel of the Alchemist to Pashow with a decoy elixir. Your job is to perform reconnaissance, plan an ambush, and raid the transport. To best assess the transport’s vulnerabilities, we are treating this exercise as a genuine heist. The guards don’t know they are being tested, so they will respond to you as they would respond to a real thief trying to infiltrate their operation. They do know that Guldis appointed me as his auditor, however, so my direct involvement will be limited. I am here to offer advice, monitor your strategies, note any security flaws you manage to exploit, and report back to the Emir. I will counsel you as best I can, but you should approach this heist however you see fit. I understand that this is an unusual mission, but Pathfinder agents are well known for their resourcefulness.”

You might already know more about the nation of Thuvia.

DC 10 Knowledge (geography or history):
Much of Thuvia’s land is desert. Its civilization revolves around the five allied city-states that control the sale of sun orchid elixir.

DC 15 Knowledge (geography or history):
Pashow is the smallest of Thuvia’s city-states, and its people rely on their magical aptitude to compensate for the barren environment.

DC 20 Knowledge (geography or history):
Those who live outside Thuvia’s main settlements cluster around the desert’s scarce oases. Local warlords called Water Lords control most bodies of fresh water. Although most consider Water Lords little more than bandits, those who secure an alliance with a Water Lord can operate outside of the city-states’ influence.

You might know more about Thuvia’s leaders and the importance of the sun orchid elixir in the nation’s identity.

DC 10 Knowledge (local or nobility):
The nation of Thuvia consists of five independent city-states, each with its own interests. Every year, one city receives exclusive right to auction off six vials of sun orchid elixir, which fuels the local economy for the next five years while the elixir cycles among the other four city-states.

DC 15 Knowledge (local or nobility):
Pashow has been suffering from intense financial turmoil after its last two batches of sun orchid elixir were lost. Though no one knows exactly what caused the teleportation accidents that compromised the shipments, locals hold Emir Guldis responsible, sullying his reputation as a leader.

DC 20 Knowledge (local or nobility):
Many of Pashow’s citizens believe Ziralia singlehandedly salvaged the city’s economic infrastructure, and a group of agitators seek to overthrow Guldis in favor of Prince Zinlo’s daughter. Rumors hold that Guldis sees Ziralia as a threat, but cannot openly act against her without drawing her supporters’ ire and risking a coup.

DC 25 Knowledge (local or nobility):
Some believe that Pince Zinlo subtly supported Ziralia’s rise in popularity, hoping to bring Pashow under his daughter’s control. The ambitious prince has been building his military strength, and many fear that putting Ziralia on Pashow’s throne is just his first step toward conquering the rest of Thuvia. Ziralia, however, is a vocal advocate of city-state independence, which makes her true position concerning Zinlo’s political maneuvering unclear.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

"As the guards think this is real.." says Belinda.

"I assume they will be responding with..lethal force?"

She then adds

"And presumably Guldis doens't want his highly trained guards killed off by us either..."

She leaves the statement hanging.

"Will you be with the convoy?"

She thinks for a while about the political situation
know(lcoal): 1d20 + 5 ⇒ (18) + 5 = 23
know(nobility): 1d20 + 5 ⇒ (6) + 5 = 11

"Lady, you are very popular with the people. What would happen to you if we attacked the convoy... and it had the real elixir with it?"

She will quietly fill in the group on the sitation, feel free to read the first three of the knowledge(local) spoilers. If we were in Absalom, I could have done better with the help of Janira!

Silver Crusade

Male Halfling Warpriest (Desna) 3 Fervor: 3/3 Blessings: 4/4 Luck: 3/3 HP:23 AC:19 T:14 FF:16 Init+3 Fort:+5 Ref:+4 Will:+5 M. Rapier +7, 1d4+7, 18-20x2 Battle Aspergillum +6 1d4 20x2 Shortbow +6, 1d4, 20x3
Skills:
Diplomacy:8 Knowledge-Religion:6 Perception:11

Lucky runs his hand over the pommel of his rapier.
Splendid point Belinda. We'll be at a severe disadvantage should it come to fighting. We'll have to make sure our strikes aren't lethal, and prepare for theirs to be quite the opposite.

He then looks up at Lady Ziralia.
I assume there is a map where we can plan an ambush location?

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda smiles shyly at the praise of Lucky.

"Yes.. you must know the route they convoy will take. What can you tell us about it?"

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

History: 1d20 + 6 ⇒ (7) + 6 = 13

With seemingly nothing capable of rousing the elderly snoozing gnome, suddenly his eyes flash open at the mention of three words.

"SUN ORCHID ELIXIR!"

Nearly falling forward, the Professor catches himself before his face meets the ground. He then realizes his bathrobe has flown open and quickly seizes it shut.

"Wait, whaa? Did I say that aloud? Or did someone else mention the Sun Orchid Elixir?"

After shaking his fist at everyone present and being caught up on all relevant details that had been shared by Lady Ziralia, the Professor seems to be rejuvenated at the details of this mission.

"Well, uhh, usually I'd say the odds would be very high of a Society Team failing in a mission, no better than 50%, but I have an, uhhhh, extremely good feeling about this one."

Hobbling up to Lady Ziralia, he gestures at her with a rod that happens to be in his hand.

"Now, young miss. You're sure this is a practice run? I can assure you as a gnome, I'd only require half a dose, so if this year's buyer in Pashow happens to be of short stature, it would only be befitting to share in the elixir with a member of the Society that ensured it's delivery was safe and intact to the highest bidder..."

It's creepy, but the Professor manages to bat his eyes.

"Hmmm... mmmhmmmm?"

Before she can answer, he cuts her off again.

"Oh! No need to answer now, not in front of all these young'uns who wouldn't have need of the elixir for decades yet to come. Mustn't make them feel out of place and all that... really, the experience alone is reward enough for those of youth."

Circling about, the Professor shakes his "club" at anyone else who will bear it.

"Now! Let's talk details! Logistics! What insights can you share into this delivery? Will the caravan be drawn by camels? Llamas? Half-camel/half-llamas? Will there be lions? Tigers? Thuvian bears?"

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda can't quite decide to be shocked, embarrased or amused by the elderly gnome. She settles for asking...

"What is a Thuvian Bear?" and then adds under he breath "So long as they are not half troll, half camel's..."

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

I assume that I can roll both knowledge skills when an 'or' is involved and take the higher score. If not, I'll just stick with the first two rolls.

Knowledge (history) + Inspiration: 1d20 + 8 + 1d6 ⇒ (4) + 8 + (5) = 17
Knowledge (local) + Inspiration: 1d20 + 8 + 1d6 ⇒ (8) + 8 + (6) = 22
Knowledge (geography) + Inspiration: 1d20 + 8 + 1d6 ⇒ (10) + 8 + (3) = 21
Knowledge (nobility) + Inspiration: 1d20 + 8 + 1d6 ⇒ (14) + 8 + (6) = 28

Sebastian takes a few moment to recall what he has learned about Thuvia and its politics before inserting his own comments, "Yes, I'm certain we will require all the necessary details you possess about the caravan: the location, the persons involved, et cetera, as having the proper logistical information will make our test of your preparations far more useful to you."

"I do find myself curious about one aspect of this operation, and I do hope you don't take offense at my indelicate question, but are there any political implications that we should be aware of before we begin? I would not like to awaken a proverbial hornet's nest through lack of information. I can envision several scenarios in which this operation goes poorly and the Society's reputation suffers, while those in power or those who crave it use it as political capital."

Silver Crusade

Female Half-Elf Monk (Qinggong Zen Archer) 6 | HP: 39/39 | AC: 18 (18 Tch, 15 Fl) | CMD: 21 | F: +6, R: +6, W: +10 | Init: +1 | Perc: +18, SM: +10 | Active conditions: none

Knowledge, History: 1d20 + 5 ⇒ (14) + 5 = 19

"The route is through the desert, I assume? Will you allow us use of camels or other such transportation to get into position?"

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

Erevan draws a blank as they discuss other implications of the mission, but does fear it might be difficult not to kill the guards.

"I expect you will be asking us to pull our punches then? To inflict no fatalities on the caravan?" the half-elf asks.

knowledge nobility: 1d20 + 4 ⇒ (1) + 4 = 5


The Flaxseed Pathfinder Lodge
Belinda Bluefoot wrote:

"As the guards think this is real.." says Belinda.

"I assume they will be responding with..lethal force?"

Ziralia nods slowly. “Pashow’s citizens favor magic, so expect constructs, illusions, and traps within the transport itself. The convoy’s wardens will likely be soldiers and trained animals. The Emir assembled two independent teams to prepare the escort and the transport itself, so I recommend performing reconnaissance at the guard barracks and workshop building the transport. Learning their vulnerabilities on site should help you plan an effective heist.”

Belinda Bluefoot wrote:
"And presumably Guldis doens't want his highly trained guards killed off by us either..."

There is a slight pause before Ziralia answers. “I’ve recruited Abadaran priests to stabilize any guards who are critically wounded during your operations, so using force is permitted. I would ask that you refrain from excessively lethal tactics, however, as it would be best for this exercise to proceed without casualties. That being said, I strongly advise against trying to simply overpower the guards. The Emir spared no expense preparing his transports, and you are likely to find yourselves outnumbered.”

Belinda Bluefoot wrote:
"Will you be with the convoy?"

"No, I do not think that would be wise." Ziralia says. "I will merely be monitoring the progress."

Belinda Bluefoot wrote:
"Lady, you are very popular with the people. What would happen to you if we attacked the convoy... and it had the real elixir with it?"

“The Emir himself sanctioned this heist, so no one involved will be breaking the law and there is nothing to steal. If Guldis’s men imprison you, I will ensure you are released, but being captured will not reflect well on your performance in this exercise, or on my trust in you.”

"Lucky" Hennet Starstrike wrote:

He then looks up at Lady Ziralia.

I assume there is a map where we can plan an ambush location?

Ziralia pauses and thinks for a moment. "Of course the route is planned, with alternate paths available in case of trouble. But I do not think that I should tell you that directly and leave that for you to discover as you search for more information and perhaps infiltrate the system to discover what you can and prepare. This will make it more realistic to an actual ambush attempt, I think."

"I know the guards are short-staffed and the convoy workshop needs skilled artificers, so posing as new recruits may get you far if you have the skills to back up your claims. You might also be able to pass as supervisors sent by Guldis, as long as you can avoid suspicion from middle management. Of course, there’s always the option of just sneaking around and stealing information. Don’t get caught engaging in suspicious behavior or this little test will be over before it begins. You are likely to meet with far more success if you to divide your forces between the two sites to cover more ground. You only have three days before the practice run, so every minute counts."

"My advice is to either blend into the background or make a positive impression; overseers are more likely to scrutinize a nuisance than someone they enjoy. Also, watch out for anyone else spying on the operation; with so much at stake, we can’t afford to miss any foul play for the sake of our own heist."

Professor F wrote:
"Oh! No need to answer now, not in front of all these young'uns who wouldn't have need of the elixir for decades yet to come. Mustn't make them feel out of place and all that... really, the experience alone is reward enough for those of youth."

Ziralia looks a bit worried about the Professor's desire to have the elixir for himself so she carefully explains, "This is a trial run, so a less powerful elixir will stand in for the sun orchid elixir during this exercise. If you successfully locate and steal the mock elixir, however, you may keep it. Your payment will also be based on your performance, so please take this exercise seriously.”

Professor F wrote:
"Now! Let's talk details! Logistics! What insights can you share into this delivery? Will the caravan be drawn by camels? Llamas? Half-camel/half-llamas? Will there be lions? Tigers? Thuvian bears?"

"I expect they will have trained animals of many sorts. Although I have not heard of any half-camel-half-llamas. Indeed, what is a llama? Or a Thuvian bear? I do not think I have come across these animals."

Inira McCullagh wrote:
"The route is through the desert, I assume? Will you allow us use of camels or other such transportation to get into position?"

"Much of our country is desert, yes. There will be camels and other animals, as well as other means of transport, available to you. I am sure your plans will adjust after you have infiltrated and gathered more information about the caravan and its weaknesses."

Phew! I think I answered everything. Any more questions before moving on?

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

"So.." says Bellinda, making sure she understands.

"The overall objective is to test the security, preferably without doing permanent damage to anyone or getting caught."

She counts off her fingers.

"You are only providing limited information for us, presumably to test your own information security systems? There are two obvious 'avenues of approach' for us. The guards, and the caravan workshops. Either may be infiltrated by stealth, or by cunning. The first part of the mission is to find out the composition of the guards, the route and what other defences the caravan may have."

She waits to make sure she has that right.

"Then, once we extract ourselves, somehow, we rush ahead (or perhaps are already with the convoy) and plan an ambush based on the information we recovered earlier?"

Silver Crusade

Female Half-Elf Monk (Qinggong Zen Archer) 6 | HP: 39/39 | AC: 18 (18 Tch, 15 Fl) | CMD: 21 | F: +6, R: +6, W: +10 | Init: +1 | Perc: +18, SM: +10 | Active conditions: none

"Aye, that sounds like ya have the right of it. Me skills aren't such that hangin' about a workshop would make sense, but I have spent plenty a'time around soldiers, so checking in on the guards might be best fer meself."

Silver Crusade

Male Halfling Warpriest (Desna) 3 Fervor: 3/3 Blessings: 4/4 Luck: 3/3 HP:23 AC:19 T:14 FF:16 Init+3 Fort:+5 Ref:+4 Will:+5 M. Rapier +7, 1d4+7, 18-20x2 Battle Aspergillum +6 1d4 20x2 Shortbow +6, 1d4, 20x3
Skills:
Diplomacy:8 Knowledge-Religion:6 Perception:11

Lucky shrugs.
I can usually talk myself out of sticky situations, and most guards and soldiers are pleased to see a devotee of Desna, especially those guarding a moving transport... Hey! We should split up and send half of us to the workshop and the other half to meet with the guards! I'll go with Inira, and those trained in the arts of stealth should hit the workshop.

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

The Professor leans forward towards Ziralia.

"No worries! I *cough* wouldn't imagine taking the elixir unless the winner of the auction wished to share it. Fit as a fiddle I am, although my..."

Realizing he's been addressing Lady Gloriana, the Professor snorts and turns to the Thuvian princess.

"Well then, the workshop or the barracks. Are they expecting someone to join them to assist them? New recruits stepping onto the premises to help in their security details? I know many of my colleagues here are considering skulking about, but when you're as storied a scholar as I, one can simply stroll in and start pointing out all the flaws in their defenses as a fully sanctioned security contractor!"

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda nods to the Professor.

"And I might be his lovely assistant. "

And try to keep him out of trouble

"While I could assist with the guards, I can just as easily help in a more social manner."

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Unsurprisingly, my political inquiry was carefully ignored.

"Ah, I believe my talents would be best served if I poised as a supervisor, but I'm afraid my years of honing my mind have left me woefully inadequate in prevarication. Therefore, I suppose I'm better suited to the role of a guard, unless my extracts and investigative skills would be suitable to garner the interest of the artificers, although I would assume a more robust understanding of the arcane arts might be necessary to procure the position."

"As we will most likely split the group for the sake of the reconnaissance of the two areas, I'll join with whatever group appears to need the most assistance."

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

Erevan considers the best way he might contribute.

"Perhaps I might pose as a new recruit. I will surely be the best swordsman they have laid eyes on. They would be foolish not to hire me."

Silver Crusade

Female Half-Elf Monk (Qinggong Zen Archer) 6 | HP: 39/39 | AC: 18 (18 Tch, 15 Fl) | CMD: 21 | F: +6, R: +6, W: +10 | Init: +1 | Perc: +18, SM: +10 | Active conditions: none

Inira starts to giggle.

"Erevan, you and me brudder would get along nicely! Assumin' ya do not kill each udder!"


The Flaxseed Pathfinder Lodge

@Sebastian: well, I had meant for your question to be answered with her response about the heist being sanctioned... but it's far funnier to image that she carefully sidestepped the issue of the Society potentially receiving bad press if things go awry.

"Yes, it sounds like you are on the right track," Lady Ziralia comments. "Gather intelligence as if you were an outside agency and then plan your heist accordingly."

Before you depart for Pashow, Lady Gloriana summons Erevan to a secret meeting.

Erevan:
Gloriana sees Zinlo as a rising star in Inner Sea politics, and believes helping his daughter offers an opportunity to learn more about the ambitious prince. She asks you to collect information pertaining to Zinlo’s associates and political machinations while you participate in Ziralia’s heist.

You are then sent on your way....

---

The barracks is a sandstone complex with thick walls and few windows, designed to shelter trainees from prying eyes.

The facility where the transport is built consists of several workshops surrounding a central courtyard, where the unfinished structure resides. Each workshop contains crates of machine parts or arcane grimoires, and just one shop is active each day. A single main office where overseers coordinate the transport’s construction takes up much of the northern workshop.

You have three days to infiltrate or spy on the barracks and transport workshop. Your first goal is to figure out your method of infiltration and make an appropriate check. There is some flexibility in this. For example, to pose as a guard or laborer you could blend in with Intimidate, Knowledge (local), Perception, Profession (soldier) or Survival. If you'd rather apply as an overseer/supervisor, Bluff, Diplomacy, Linguistics, Profession (clerk or scribe), or Sense Motive would be appropriate. At the workshop, you might pose as a mage or medic offering your talents (Appraise, Craft: alchemy, Heal, Knowledge: arcana or religion, Spellcraft) or as an engineer (Craft: locks or traps, Disable Device, Knowledge: engineering, Perception, Use Magic Device).

Those are just a few suggestions; if you have something more creative, go for it! And give me some description of what you are trying to pull off, beyond just making rolls. I give bonuses for RP! And of course I'm willing to give other bonuses if you have magical or other means to enhance your infiltration schemes.

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

The Professor strolls into the workshop like a gnome that owns the place -- or a lost, confused old man, depending on one's perspective.

"Good neeeeews, everyone! I've arrived and it's time to whip this transport doo-ja-gidmet into tip top shape! Now, let's take a look at the team that we've assembled here, and ensure everyone is properly qualified to be working on such a glorious mechanism of transportation!"

Pushing his goggles up the bridge of the nose, the Professor begins interacting with assorted workers at the workshop, typically dismissing anything remotely questionable with shouts of "Hogwash!" or "Moronic!"

Could we take 10? If so, an 18 seems reasonable.

If not...

Sense Motive: 1d20 + 8 ⇒ (3) + 8 = 11

I imagine as a failure, the Professor is determining pretty much everyone in the workshop is underqualified.

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

EndlessForms:
Erevan, proud to have been selected for this special assignment, promises to gather any information he can about Zinlo, his associates, and political ambitions.

Erevan spends some time outside the barracks, watching comings and goings, and perhaps someone he might impress with his considerable skill with the blade.

perception: 1d20 + 11 ⇒ (7) + 11 = 18

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda follows behind the professor, carrying some papers and making notes, acting as the elderly gnomes assistant.

Bluff take ten for 15, and perception take ten for 18

She watches folks reactions to him, apologising for him behind his back when ever she thinks he has offended someone.

"Sorry, sorry, the professor really is very good at this stuff..."


The Flaxseed Pathfinder Lodge

I'll wait for the others to decide what they are doing before I go into what happens on the first day at both locations.

Silver Crusade

Female Half-Elf Monk (Qinggong Zen Archer) 6 | HP: 39/39 | AC: 18 (18 Tch, 15 Fl) | CMD: 21 | F: +6, R: +6, W: +10 | Init: +1 | Perc: +18, SM: +10 | Active conditions: none

Inira walks right into the barracks area, bow slung on her shoulder. "I am told ye need some stronger ranged support, and so that's why they hired me! Who is the commanding officer here?"

She unlisngs her bow, and spies a small object off a ways to display her prowess with the bow in an effort to intimidate the others. She uses her perfect strike ability to help ensure a decent shot.
Arrow Display: 1d20 + 8 ⇒ (12) + 8 = 20 <== guess we'll take this
Arrow Display: 1d20 + 8 ⇒ (3) + 8 = 11

Intimidate: 1d20 + 4 ⇒ (20) + 4 = 24
"Anyone care to do better?"

Silver Crusade

Male Halfling Warpriest (Desna) 3 Fervor: 3/3 Blessings: 4/4 Luck: 3/3 HP:23 AC:19 T:14 FF:16 Init+3 Fort:+5 Ref:+4 Will:+5 M. Rapier +7, 1d4+7, 18-20x2 Battle Aspergillum +6 1d4 20x2 Shortbow +6, 1d4, 20x3
Skills:
Diplomacy:8 Knowledge-Religion:6 Perception:11

Hennet follows Inira a speaks when she is done.
And I'm Hennet Starstrike, priest of Desna. The higher ups felt that we'd need a few blessings from the God of the road herself, and hired me on. Let's hope we don't need them. Be that as it may, I should probably familiarize myself with the route. Anyone have a map or something?

Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

With the barracks seemingly covered, Sebastian makes his way to the workshop after having created an extract of Crafter's Fortune and drinking it.

Finding the first person at the workshop who seems to be working there, he says, "Good day, I'm here to assist with the preparations. As you can see, I'm quite skilled in the alchemical arts. Please, allow me to demonstrate!"

To prove his worthiness, Sebastian quickly brews a basic acid in front whomever seems in charge.

Craft (alchemy) + Crafter's Fortune + Inspiration: 1d20 + 10 + 5 + 1d6 ⇒ (3) + 10 + 5 + (3) = 21

1 point of Inspiration spent for the day.


The Flaxseed Pathfinder Lodge

Sorry, I was traveling to Indiana this weekend and thought I would be able to post but then I got busy helping on the farm (planting season!) so I ran out of time. I know, not the best example to set after I just harped on being consistent with posting! But thanks for being patient anyways!

===

Workshop:

Over at the workshop, it seems to be assumed that all gnomes are quite good with making things and the Professor's dismissals are taken in stride. After a few moments a soft-spoken woman comes over to see what the commotion is about, surprised to find Professor F and Belinda in her shop directing the employees. "Excuse me, I am Temeera and I am managing these constructions here." To the Professor she says, "I must say though, your teaching methods seem similar to my own. Are you looking for work? As you can see, the transports walls and floors have been constructed but not assembled. If you can prove your skill today, I might be able to find a more permanent position for you and your assistant here."

Later when Sebastian shows up, Temeera again introduces herself. "Impressive!" she says as Sebastian demonstrates a sample of his skill. "As it so happens, we are a bit understaffed and under a deadline. Can you start right away?"

Professor F, Belinda, and Sebastian: on the first day, you will work with some other artificers to assemble the walls into a finished structure for the transport or you can help construct and animate an altar to hold the vials of the elixir for transportation. See below for details about skill checks.

===

Barracks:

Erevan spots a towering Garundi drill sergeant and points the man out to Inira and Hennet. "Looking for work, eh? Well, it's no secret we're looking for new recruits, so what are your talents?" Inira's shot clearly impresses him and luckily the man seems to favor flashy shows in combat, which Erevan easily achieves with a few flourishes of his blade. "A priest?" he questions Hennet. "Well, I hope you can fight and heal. That's a deadly combination." Addressing all three new recruits, the Garundi man says, "Go speak with Beastmaster Ishyal. Let's get you trained right away and see what you can do."

Ishyal proves to be a boisterous Qadiran woman covered with scars. "Jaravo sent you to me for training, right? Well, let's see how good you are with animals." She looks up at the hot noon-day sun. "Shall we start the training now or wait for the cool of the afternoon?" She gives a grin as she says, "We're not just training the animals, we're training you as well, of course. Making sure you know what you're doing."

Erevan, Inira, Hennet: on the first day, you'll be working with animals. If you choose to train with Ishyal beneath the midday sun, you gain a +2 bonus on your check (as she will respect you more) but you need to succeed at a DC 15 Fort save or be fatigued until the next day (including the check you are making now). See below for details about skill checks.

===

Skill checks: This is again fairly open-ended but you should choose skill checks related to what you are working on. So for animal handling, Handle Animal, Knowledge (nature), Ride, or Survival are all obvious choices but you can do something creative if you want. Those working on the transport or altar could use a Craft skill, Disable Device, Knowledge (engineering), Use Magic Device, etc. You can use the same skill more than once, but every time you use the same skill, the DC increases. So it is a good idea to try to vary your skill checks and use something different than what you used to infiltrate during the first step above.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda takes out a paint brush.

"I seem to recall that the locals hold a falcon as a sacred bird, and might hesitate to attack a vehicle that was decorated with such a bird..."

know(local): 1d20 + 5 ⇒ (18) + 5 = 23 <- objects that the locals might try to avoid for her painting.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

"You're all quite in luck! I have intensive knowledge of the design and function of many portable altars utilized by both arcane societies and religious groups. Just the other day I was reading a treatise on the monkey deity Radya, venerated in certain areas of Vudra. On some holy days, portable shrines full of valuables are carried through the city..."

Sebastian quickly writes up a few preliminary specifications for the construct and design of the arcane altar, and offers his advice as the building process commences.

Knowledge (engineering) + Inspiration: 1d20 + 8 + 1d6 ⇒ (10) + 8 + (4) = 22

Silver Crusade

Female Half-Elf Monk (Qinggong Zen Archer) 6 | HP: 39/39 | AC: 18 (18 Tch, 15 Fl) | CMD: 21 | F: +6, R: +6, W: +10 | Init: +1 | Perc: +18, SM: +10 | Active conditions: none

Inira looks to impress the man, so she opts to train during the heat of the day. Unfortunately for her, she overestimates her ability to handle it. Still, using her survival skills to work with the animals, she makes a decent effort.

Fort Save: 1d20 + 4 ⇒ (6) + 4 = 10
Survival: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

In the earlier post, you gave workshop options to post as a mage or medic, the Professor is interested in posing as a mage/medic.

The Professor takes a look at the material the walls are composed of.

Craft (alchemy): 1d20 + 6 ⇒ (3) + 6 = 9

"Hmmm, well this isn't quite the material I'd suggest. Too heavy indeed, we should be working with some sort of carbon alloy. I recall such materials should be available from Numeria... if would simply teleport there along with a translator, I'm sure we..."

The Professor spends most of the day second guessing the construction materials and proselytizing on better alternatives...

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

Erevan, though he has had little experience working with animals, is quick and agile. He waits until the cool of the day to avoid sweating profusely.

Then, he demonstrates his skill in the saddle, performing all tasks required.

"This is easy for me," he brags. "Perhaps we will have a challenge next time."

ride: 1d20 + 4 ⇒ (14) + 4 = 18

Silver Crusade

Male Halfling Warpriest (Desna) 3 Fervor: 3/3 Blessings: 4/4 Luck: 3/3 HP:23 AC:19 T:14 FF:16 Init+3 Fort:+5 Ref:+4 Will:+5 M. Rapier +7, 1d4+7, 18-20x2 Battle Aspergillum +6 1d4 20x2 Shortbow +6, 1d4, 20x3
Skills:
Diplomacy:8 Knowledge-Religion:6 Perception:11

Hennet shrugs.
I can't say handling animals is really my strong suit, but are you sure that the brown horse is really suited well for this trip? Look how it's favoring its front leg, just slightly. I imagine that would only get worse as the trip goes on, eventually slowing us down and making us an easier target. It looks like perhaps an insect bite may have gotten infected?

Perception: 1d20 + 11 ⇒ (20) + 11 = 31


The Flaxseed Pathfinder Lodge

Workshop:

Unfortunately Professor F's suggestions are not taken well and at one point he mistakenly spills a reagent on himself while trying to make an emphatic point. DC 12 Fort save (technically against disease if it matters) or take 1d4 ⇒ 3 Int damage tomorrow (onset 1 day). 2 consecutive saves are needed to overcome it so you will need to keep saving unless you get it treated right away.

Sebastian impresses all of the other workers and Temeera herself as he takes the lead on the construction of the magically-protected altar. While Belinda does not have any arcane or engineering knowledge to add, she at least devises a clever disguise for the transport which might help it blend in with the local vehicles by incorporating many local signs and sigils.

While he is working on the animated altar that will guard the elixirs, Sebastian discovers all of its building points and defensive abilities. He even discovers a secret, lead-lined compartment in the transport's back left corner. In fact, he finds a small inconspicuous "X" etched into a tile int he floor covering this secret chamber.

Belinda also notes something odd while she works on the transport's exterior: Temeera has ordered a few of the workers to take turns walking around the transport's interior in circles.

Barracks:

During the dog training in the hot afternoon sun Inira is quite overcome with heat but during an excessive show of exhaustion, she manages to steal three of the treats Ishyal has been using to reward the desert dogs. These could be used to distract the dogs later or could be used as a supplemental material component to raise the DC of any enchantment spell against animals by 2.

Erevan and Hennet opt to wait for the cool of the later afternoon, which only receives a shrug from Ishyal. "Yes, that is a good point," she notes to Hennet as he remarks on one of the horses. Ishyal, however, seems preoccupied with the dogs that have just come in from training with Inira. She is trying desperately to shoot the dogs away from a crate of chocolate.

During this exchange, Erevan, Hennet, and Inira gain two valuable tings: first, after so many hours with Ishyal and the animals, you have learned nearly all of the dogs' command words which you can use to control their actions with a DC 10 Handle Animal check and for being so skilled with the animals Ishyal even lets you take a piece of the chocolate from the crate. Which can be used to poison the dogs should you have to fight them.

====

Day 2!

Barracks:

The second day of training at the barracks will be focused on guard training. You are ordered to report to Jaravo, the large Garundi man you spoke to when you first came to the barracks. You quickly learn that he has a penchant for tall tales and flashy combat, using hyperbolic anecdotes and threats to strike fear in the trainees as you practice with various weapons and fighting styles throughout the day.

You can attempt a Perform check to play up the dramatic flair while practicing, which will give you a bonus on your other skill checks for today.

Workshop:

During the second day, Guldis's sanctioned artificers take over, building a complex trap into the transport's walls, which are designed to make the interior inhospitable. Engineers are working to build and calibrate the trap's components, while spellcasters are providing arcane energy to fuel the apparatus. Meanwhile, others without specialized knowledge are helping to haul thousands of pounds of trade goods, food, and camping gear into the transport to help further the disguise.

During all of this Temeera takes a back seat as the halfling trapsmith Lyshna oversees the workers and the construction of the trap. At one point early in the day, a worker accidentally looses a bit of arcane energy on himself and burns his hand badly. Lyshna laughs hysterically at this and even after the man is healed she continues to poke fun of him, but clearly her laughter and joking with the man is all in good fun. You can exploit her sadistic sense of human with a Bluff or Perform (act or comedy) check (willingly taking 3d6 damage), which might give you a bonus on your check for the day.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Clues/abilities:

Wagons:
* Sebastian discovers all of its building points and defensive abilities. He even discovers a secret, lead-lined compartment in the transport's back left corner. In fact, he finds a small inconspicuous "X" etched into a tile int he floor covering this secret chamber.
* Belinda also notes something odd while she works on the transport's exterior: Temeera has ordered a few of the workers to take turns walking around the transport's interior in circles.
Guards:
* dog commands
* food for dogs
* chocolate to poison dogs

Belinda clumsily lets a wagon wheel go over her foot.

"Arrrghhhhhhh" she cries out, hopping on the other foot.
damage: 3d6 ⇒ (2, 6, 1) = 9
bluff: 1d20 + 5 ⇒ (9) + 5 = 14
"Guess I won't be doing any cartwheels today..."

As she nurses the foot she offers advice to the other workers, suggesting that they apply themselves to their tasks diligently or they may end up like her and remind them of the importance of their task.

perform(oratory): 1d20 + 5 ⇒ (8) + 5 = 13

"Remember, the fate of our province depends on your craftsmanship. Do you want your children to starve? What about your mother? "

Scarab Sages

Gnome "Professor" HP 80/80 | AC14 T11 FF14 | CMD 11 | F11 R3 W10 | Init +0 | Per +10 (+6)

Day 1 Workshop / Reagent Spill

Fort DC12 (day 1): 1d20 + 10 ⇒ (16) + 10 = 26
Fort DC12 (day 2): 1d20 + 10 ⇒ (20) + 10 = 30

The Professor's ire is directed at those with whom he had to make his point as the reagents spill, but his gnomish fortitude resists most of their ill effects (and consumes his first good dice rolls this game).

Day 2 Workshop

The Professor, taking an immediately liking to the sadistic Lyshna, and trusting Brigh to restore any harm to his companions, ensures he rallies most of the workers who were in attendance the first day and hobbles into a particularly tall stack of crates.

Damage (self inflicted): 3d6 ⇒ (3, 2, 4) = 9

"OHHH THE PAIN! YOU FOOLS! WHO PUT THESE CRATES HERE?!?!"

After groaning properly as an old feeble man for far too long, after being helped up, he administers to those who shared his suffering.

(if others wished to participate in that fiasco, they could potentially all benefit from the Professor's healing afterwards)

Channel: 3d6 ⇒ (6, 3, 5) = 14

Finally, the Professor sets out to see what improvements he can make to this "complex trap built within the transport's walls", suggesting that "bigger is always better" when it comes to traps.

Add any bonuses for appeasing Lyshna to...
Disable Device: 1d20 + 5 ⇒ (16) + 5 = 21

Sovereign Court

Half-elf Fighter 3 / Monk 1 | HP 39/39 | AC 17 [21 mage armor]; Tch 17; FF 16 | F +7; R +7; W +5 | CMB+3; CMD 17 | Speed 30 ft | Init +4 | +1 Dueling Sword (adamantine): +9 (1d8+1/19-20) | Perc +10

Erevan saunters out to the training session with unbound confidence, even hubris. He watches the other combatants with a slight curl to his lip.

"Let me show you how that maneuver is performed," he says to one, or "Not like that, like this."

He even adds some acrobatics to his swordplay, doing so with dramatic flair--a bewildering show of prowess.

acrobatics: 1d20 + 10 ⇒ (6) + 10 = 16

perform: 1d20 - 1 ⇒ (19) - 1 = 18 Not sure if you would allow me to use my Dazzling Display feat here in place of perform. If so, add 7 to this roll since it would use my intimidate check instead of perform. Seemed kind of applicable.

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Being neither good at lying nor a terribly entertaining performer, Sebastian decides to forego attempting buffoonery to get on Temeera's good side.

He does, however, use his knowledge of traps and devices to assist in building the trap. "The interplay between the mundane and arcane aspect of trap building can be quite difficult to do properly, but when they work together effectively the results can be quite sublime, yet deadly. For example, the ancient Emperors of Taldor commissioned a series of traps to protect their treasuries that relied on both physical traps and magical spells, but the most feared trap that combined both elements was known as the Lion's Jaws."

Disable Device + Inspiration: 1d20 + 13 + 1d6 ⇒ (4) + 13 + (6) = 23

If thieves' tools aren't applicable in this situation, the above roll takes a -2 modifier.

Silver Crusade

Female Half-Elf Monk (Qinggong Zen Archer) 6 | HP: 39/39 | AC: 18 (18 Tch, 15 Fl) | CMD: 21 | F: +6, R: +6, W: +10 | Init: +1 | Perc: +18, SM: +10 | Active conditions: none

Perform: 1d20 + 4 ⇒ (13) + 4 = 17

Inira like to show up the boys when it comes to flashy archery anyway, so she spends her time trash talking with the best of them. She even manages to weave a tale about a hummingbird battling a tiger, using her arrows to simulate the stings of the bird as it drives the tiger crazy.


The Flaxseed Pathfinder Lodge

@Professor F: But that's a nasty disease so I guess it was still a good use of those rolls! Saved you some money getting it removed at least. Except you forgot a Bluff check for the crate mishap:
Bluff: 1d20 + 3 ⇒ (8) + 3 = 11

Barracks:

During weapons training, it becomes clear that Erevan not only knows his way with a blade but also knows how to make it look impressive. During this he becomes close to Jaravo, who has been using his breaks to study from notecards with dots on them. "Ah," Jaravo says when he sees Erevan's interest. "Light signals in the sky. The different patterns tell us when to halt and when the escorts need to disperse and search the area for threats, things like that. Just reviewing before the big day." You learn enough that you could replicate the patterns with dancing lights or any other similar effect.

Inira's story is entertaining enough that Jaravo invites her to join some guards that night. If you go along, you learn enough personal vices and secrets after a few drinks which you can use against them. By revealing a damning secret or weakness as a free action, you can inflict the staggered condition on a guard for 1d3 rounds. Inira also importantly learns during the night that though the guards speak highly of Prince Zinlo and the lifestyle of Aspenthar, most of the money they throw around was minted in Bloodcove and Cheliax.

DC 18 Knowledge (local):
YOu recall that the settlement of Bloodcove is under Aspis Consortium control, and that the Consortium is based in Cheliax.

Workshop:

Belinda's antics don't get quite the same response from the sadistic Lyshna, who only rolls her eyes as it was quite clear to her that Belinda pulled the stunt on purpose. As such, many of the other workers avoid speaking with Belinda so as not to be associated with someone that Lyshna clearly doesn't like. Things become even worse when Belinda needs a specific tool that is not available and either no one has it or no one is willing to loan it to her. You must either purchase a new tool for 100 gp, steal one with Sleight of Hand, or jury-rig it without the tool with a Knowledge (engineering) check.

Likewise Professor F's antics fall on deaf ears but luckily his skills are enough to make up for it. He is quickly put in change of some of the major themes of the trap and hence learns its ins-and-outs.

trap details:

Type mechanical
Perception DC 25
Disable Device Dc 25
Trigger location (transport interior)
Reset Manual
Effect Fortitude save (DC 20, +1 per previous check) every round or take 2d4 points of nonlethal damage from heatstroke and become fatigued; unaffected by endure elements; those wearing heavy clothing or armor take a -4 penalty on their Fortitude saves; never miss; multiple targets (all targets within transport)
Onset Delay 2 rounds
Duration 5 rounds

Lyshna seems quite put-out by everyone's obvious attempts to impress her so it must be Sebastian's straight-forward and businesslike approach that allows him to get close to the halfling during the construction of the trap. In fat, she is impressed enough by his skill to let Sebastian look over her notes. Which provides you with a +4 bonus to disarm the trap in the future; you also note that her journal and other things are emblazoned with the seal of Aspenthar's royal family.

I'll wait for Hennet before I move on to the third and final day of infiltration and intrigue.

Silver Crusade

Male Halfling Warpriest (Desna) 3 Fervor: 3/3 Blessings: 4/4 Luck: 3/3 HP:23 AC:19 T:14 FF:16 Init+3 Fort:+5 Ref:+4 Will:+5 M. Rapier +7, 1d4+7, 18-20x2 Battle Aspergillum +6 1d4 20x2 Shortbow +6, 1d4, 20x3
Skills:
Diplomacy:8 Knowledge-Religion:6 Perception:11

Acrobatics+Adaptable Luck: 1d20 + 6 ⇒ (10) + 6 = 16
Luck Blessing for Acrobatics: 1d20 + 6 ⇒ (4) + 6 = 10
Perform+Adaptable Luck: 1d20 + 5 ⇒ (8) + 5 = 13
Luck Blessing for Perform: 1d20 + 5 ⇒ (8) + 5 = 13
Folio Reroll (Perform)+Adaptable Luck: 1d20 + 7 ⇒ (10) + 7 = 17
Luck Blessing allows you to roll two d20's and take the better of the two. So, two blessings and two uses of adaptable luck used for that day.

Hennet incorporates acrobatics into his practice as well, considering his blows are struck using his speed and dexterity instead of brute strength. He does his best to keep up with the showier combatants, but it is clear his power comes from channeling the power of his God into his fights, which he demonstrates as well.
He'll use things like his blessing, his favored weapon abilities, and other warpriest abilities to showcase just how powerful he is in a fight.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda tries to sneak one of the tools required from a fellow workmate.

sleight: 1d20 + 4 ⇒ (14) + 4 = 18

I should have stuck with the guards.. she slowly realises.

clues/abilities:

Wagons:
* Sebastian discovers all of its building points and defensive abilities. He even discovers a secret, lead-lined compartment in the transport's back left corner. In fact, he finds a small inconspicuous "X" etched into a tile int he floor covering this secret chamber.
* Belinda also notes something odd while she works on the transport's exterior: Temeera has ordered a few of the workers to take turns walking around the transport's interior in circles.
* Heat exhaustion trap
* Notes +4 to disable the trap (DC25); ties to Aspenthar's royal family.
Guards:
* dog commands
* food for dogs
* chocolate to poison dogs
* Dancing lights signals to stop the wagons and send guards away
* guards speak highly of Prince Zinlo and the lifestyle of Aspenthar
* Guards may be in pay of Aspsis


The Flaxseed Pathfinder Lodge

Luckily Belinda is able to snatch the tool she needs without anyone noticing.

Jaravo finds Hennet's abilities quite impressive. In fact, he is so impressed with the new recruits that he decides to invite 1d3 ⇒ 1 Erevan to replace one of the other guards that was to join the convoy. In other words, Erevan can replace one of the guards and essentially already be in place during the raid (and also reduces your enemies by one). You don't have to, but it's an option to you guys.

Day 3

Barracks

The third day of training for the recruits at the barracks is spent planning the convoy's route. Officers are teaching navigators how to find hidden desert trails, while guards learn how to scout for threats and maneuver the convoy to safety without getting lost.

A jumpy, paranoid man named Enyro is in charge of organizing the routes and scouting missions. Enyro is constantly worried about his plans falling in to the wrong hands and will not share his plans with anyone who does not hold instructions from the Emir himself. Interacting with Enyro will incur a -2 penalty on your check without written orders from Emir Guldis. You can try to forge one with a Linguistics check.

Working with you today is a halfling recruit training as a scout named Varnic. Varnic follows you about all day, often getting in the way as you go about your business.

Workshop

The final preparations focus on sealing the transport with mechanical and arcane barriers. Craftsmen assemble chains and locks to restrict access, while mages add wards to foil teleportation magic and shunt the transport into an extradimensional speace, leaving behind a 10-foot-cube of iron that serves as the trasnport's visible exterior. With the exterior created, another team gets to work covering the cube in chains and ocks. Finally, the mages will need to lift the cube onto a collection of floating disk spells to put it place.

A Garundi man with dozens of piercing named Duciar is directing the team today. Duciar never uses a sentence when a word will do and often instructs everyone with little more than grunts, gestures, and stern glares. Anything that involves interacting with him requires a Perception or Sense Motive check or you will take a -2 penalty on your checks.

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