PBPGameday V Oykiv's 6–09: By Way of Bloodcove (Inactive)

Game Master Oykiv

Awareness points: 3

Tactical map

Initiatives:

spoiler=Initiatives]
[dice=Enora init]1d20+2[/dice]
[dice=Rallas init]1d20+10[/dice]
[dice=Alek init]1d20+1[/dice]
[dice=Cinderpaw init]1d20+3[/dice]
[dice=Khugron init]1d20+3[/dice]
[dice=Arngrim init]1d20+4[/dice]
[dice=Bhuukka init]1d20+1[/dice]
[dice=Enemy 1 init]1d20+5[/dice]
[dice= Enemy 2 init]1d20+2[/dice]
[/spoiler


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Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

.

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

....

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Huzzah!

Grand Lodge

male ifrit skald (spell warrior) 1 | HP 10/10, raging song 0/7, -2 Str | AC 17, T 13, FF 14 | F +3, R +3, W +2 | CMB -1, CMD 12 | Spd 30' | Perc +3 | Init +7

Dotting with the arcanist pregen

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

...


The sun bears down oppressively through the jungle’s humidity, causing the air to shimmer and lending an even greater feeling of otherworldliness to the Mwangi city of Nantambu. Aya Allehe enters the sweltering room in the local Pathfinder Lodge with a worn and harried look in her eyes.

Thank you for agreeing to meet here on such short notice, she begins. As you may already know, the venture-captain of this lodge, Nieford Sharrowsmith, has been away for several weeks heading an expedition into the interior of the expanse.

A week ago, I received a letter addressed to Sharrowsmith from our agent working in the Aspis Consortium-controlled city of Bloodcove, Malika Fenn. The letter appeared to be a routine report, though I recognized that it hid an encoded message that describes an impending Consortium expedition up the Vanji River, planned to depart within the week.

Malika additionally informed us that this expedition’s aims are of great concern to the Pathfinder Society. She has collected substantial intelligence to this effect but is unable to get the information out of the city for fear that the Consortium will detect and intercept it. To make matters worse, Venture-Captain Sharrowsmith has failed to check in with any other Pathfinder contacts in the region or send back any messages during his own expedition. The timing of these two events is too convenient for my liking, so even though I am only overseeing this lodge in Sharrowsmith’s absence, I ask that you travel into the lion’s den to retrieve the information that Malika has gathered on this expedition so that we can find out if it is connected to Sharrowsmith’s disappearance. Malika has indicated that she left a message for us in the Witchlight Inn that will help us find her information, so head there first.

Though these are grim circumstances, they also present us with an opportunity. Once you have infiltrated the city, try to sabotage the Consortium’s preparations for the expedition. You won’t be able to stop it completely, but you can at least buy us some time to determine its nature and formulate a response. I also want you to make some inroads for the Society in the city. Gaining the ability to move agents and supplies through Bloodcove more easily would be a massive boon for our operations in the Expanse. I have some information on some disenfranchised citizens of Bloodcove who may be up to the task. Finally, gather some intelligence of your own. Talk to the people of Bloodcove and see how complete the Aspis’s control over the populace is. Report to me any groups or people of influence who may be sympathetic to our cause and support us in future moves against the Consortium. Once you’re done, get out of the city. Leaving in a different way than you arrived tends to be best.

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

A tall half elf stands in the corner, with a massive war hammer standing head down at his feet. He nods in greeting to his compatriots, then listens carefully to Aya as she delivers the brief. When she is finished, he asks "So you want us to sneak in, get this message, feel out the town and find some receptive helpers, delay this caravan, then sneak out a different way. Sounds pretty straight forward. A few questions, if I may. Where do we find the information at the Witchlight Inn? And how do we find out where this expedition is being prepared?"

K. Local: 1d20 ⇒ 17

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas nods in acknowledgement of the mission's goals. As he stands to stretch his legs, his wicked looking blade clangs off the side of the chair. His has a determined look on his face.

Into the Serpent's nest we go...

He motions to Arngrim.

As he said, this message...is someone holding it for us or do we have to search for it? Either way, we will get it done...just want to be a bit more clear on the point.

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Alek wipes the beading sweat from his forehead while a large, wolf lays at his feet panting from the oppressive heat. "How anyone could wish to live in this sweltering jungle, I've no idea." He quiets as Aya Allehe rushes into the room; her readily apparent worried look driving away all thoughts of the heat from his mind. The wolf, sensing his companion's abrupt change in demeanor sits upward and begins sniffing the air. Alek pats the wolf on the head a few times. "Down, Cinder."

He then listens quietly while the others delve more into the details of acquiring the message. Such things were better suited to those with the minds for details. While Alek was above average intelligence, his skill set lay more in making sure his skillful companions were able to safely meet their objectives.

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

Bhuukka took a seat only a few feet from Aya and kept his gaze focused on her face. The look was a bit unnerving to anyone not used to it, but it was necessary if Bhuukka was to understand what was going on.

"That sounds... both interes...ting and fun...," replies the wayang, drawing out his consonants in a way that only make him sound more creepy.

"I know how to apply disguises if you think that will help."


I don't know how you will obtain the information, the coded message says noting about it. But Malika is a resourceful agent able to survive and obtain information in an hostile city, surely she had some device to give the information to you.

Any other questions?

There are two different checks to obtain information about Bloodcove. Angrim, you had done one check so read the spoiler and roll second check, every other can make both checks

The city:

Knowledge (geography or local)15+:
Bloodcove lies on the western edge of the Mwangi Expanse. The local culture blends the traditions of Cheliax, the Shackles, and the native Mwangi people.

Knowledge (geography or local)20+:
Bloodcove sits on the headwaters of the Vanji River, and much of the city rests atop the roots of massive mangrove trees. Wealth from the jungle interior flows
through Bloodcove, making the dingy city surprisingly wealthy. Prominent features in the city include the Witchlight Inn and Free Trade Square.

Knowledge (geography or local)25+:
Retired Shackles pirates founded Bloodcove to enjoy their ill-gotten fortunes. As a free trade port, the only laws genuinely enforced

Bloodcove politics:

Diplomacy (gather information) or Knowledge (local)15+:

Though ostensibly ruled by the elected Grand Admiral, fiercely competitive trading houses wield the genuine power behind Bloodcove politics. The Aspis Consortium currently dominates the political and economic scene.

Diplomacy (gather information) or Knowledge (local)20+:

The trading houses brutally crush any criminal organizations that interfere with their business. As a result, most of Bloodcove’s criminal activity revolves around exports (such as the drug trade) or else focuses on the poorer citizens. The local guard only investigates crimes if well paid for the service, leaving most of the city subject to vigilante law.

Diplomacy (gather information) or Knowledge (local)25+:

The Aspis Consortium watches the local Pathfinder chapter house constantly. Foreign Pathfinders who visit it frequently disappear.

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

Knowledge (local): 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge (local): 1d20 + 5 ⇒ (4) + 5 = 9

Bhuukka had never been to Bloodcove and knew almost nothing about it.

Grand Lodge

male ifrit skald (spell warrior) 1 | HP 10/10, raging song 0/7, -2 Str | AC 17, T 13, FF 14 | F +3, R +3, W +2 | CMB -1, CMD 12 | Spd 30' | Perc +3 | Init +7

Enora removes her hood to hear the details of the assignment more clearly. Obviously this will be a difficult task. The halfling is determined to bring justice to the Consortium. She looks around the room, trying to get a read on her new companions. Hopefully they will all be up to the task.

Knowledge (Geography): 1d20 + 8 ⇒ (11) + 8 = 19
Knowledge (Local): 1d20 + 8 ⇒ (16) + 8 = 24

Diplomacy (Gather Info): 1d20 + 3 ⇒ (13) + 3 = 16
Knowledge (Local): 1d20 + 8 ⇒ (2) + 8 = 10

She shares what she knows with the group.

Liberty's Edge

CN Male Nagaji 19/T 11/FF18, BAB +8 F+13/R+6/W+3 CMB +15(+17 w/Disarm) CMD 26(28 vs disarm) rage 12 of 12 left Bloodrager 4/Brawler 2/Fighter (High Guardian) 2 HP 72 / 72 Init +3, Per +13

Towering over the others, Khugron enjoyed the sweltering heat of the jungle. "Got chased by a great big lizard that one of the guys called a T Rex while playing in the jungle here, lost one of my javelins in its hide. he said as they traveled.

Listening to the briefing, the najaji followed along as best as he could, asking for the others what some of the words meant "This Sharrowsmith, what does he look like? What was his expedition looking for?

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Know: Geography: 1d20 + 5 ⇒ (19) + 5 = 24

Alek cannot recall much more than their gnomish companion. "This should prove to be an interesting adventure, friends. My name is Aleksander Stormcrow, but please call me Alek. This is Cinderpaw." He gestures at his wolf companion who seems to almost nod as he looks at each of you in turn. There is an eerie intelligence in the wolf's eyes.

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Diplomacy/ Gathe info: 1d20 + 5 ⇒ (13) + 5 = 18
Arngrim tries to discover more about their destination, but is unable to do so.


Arcanist Pregen wrote:


[dice=Knowledge (Geography)]1d20+8
[dice=Knowledge (Local)]1d20+8

[dice= Diplomacy (Gather Info)]1d20+3
[dice=Knowledge (Local)]1d20+8

Is one skill OR the other, not roll twice. So just use the first result on each check

Sharrowsmith went on his own adventure wich, even if it looks related to your mission he went to the jungle and you're going to Bloodcove, so your paths will not cross.

Now, if there's no more questions. Here are some forged bounty postings, she adds handling them to you. I'll suggest to use them and pose as bounty hunters as it's the simplest cover story that would explain your movements around the city.

But if you can concoct a cover story better fit to your abilities, use it.

You can still make questions and Rallas can still roll, but let's splain hoy you can lay low in Bloodcove:

Maintaining Cover:

You must periodically attempt skill checks to maintain their cover as they move about the city. Failing to do so attracts unwanted attention
represented by Awareness Points, and those working for the Aspis Consortium can quickly piece together who the you are, what you’re doing, and how to stop you.

If you feel confident you can increase the skill check unknown DC by 10 in order to create false trails and confound spies; if you succeed at the check, she instead decreases the PCs’ Awareness Point total by 1 (minimum 0).

You can use wichever cover story you want but take in account that:
-Using different cover stories will make things harder. Mostly to reflect the difficulty of avoiding notice while traveling as an eclectic group.

So now its time to discuss how will you disguise your real intentions

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

know local: 1d20 + 5 ⇒ (4) + 5 = 9

Liberty's Edge

CN Male Nagaji 19/T 11/FF18, BAB +8 F+13/R+6/W+3 CMB +15(+17 w/Disarm) CMD 26(28 vs disarm) rage 12 of 12 left Bloodrager 4/Brawler 2/Fighter (High Guardian) 2 HP 72 / 72 Init +3, Per +13

"Bounty Hunters be easiest." Khugron said. "Alek, Arngrim and Rallas be trackers, Enora da brains, Bhuukka fix boo-boos and me hit them real hard."

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Lucky for us, I still have a set of manacles I bought a while ago....never needed them until now....will lend us a measure of authenticity I think.

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

"Bhuukka does not fix boo. Maybe Bhuukka says boo. I would not worry so much about me. Bhuukka is not easily seen unless Bhuukka wants to be.

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Arngrim grins at the interesting characters chance has sorted him with this time. "Well, at the very least, this should be entertaining!" he quips..

Grand Lodge

male ifrit skald (spell warrior) 1 | HP 10/10, raging song 0/7, -2 Str | AC 17, T 13, FF 14 | F +3, R +3, W +2 | CMB -1, CMD 12 | Spd 30' | Perc +3 | Init +7

Cool thanks for the heads up. :)

Enora is quick to respond, "I can make a few of us invisible if needed. We may need something more reliable than that though."

Any chance we can buy a disguise kit?

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

That's a good idea, Enora. Arngrim would like to buy one as well. It seems that these are becoming more and more frequently used lately..

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

"Bhuukka have one. But only can be used so much.

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

"Disguise kits may come in handy. Though, as long as we are not flashing our Wayfinders about and claiming to be Pathfinders, then I cannot believe anyone would assume us to be anything beyond what we claim to be..."


The forum eat my yesterday’s post, and with my kid ill I didn’t have time to write it again
Regarding the covert story, it’s a general skill check to see if you attract unwanted attention or not. Disguise kits can help in thisguise checks. Invisibility spells doesn’t help, they last minutes and the check represent you’re spending a day or doing something relevant, wich will last more than the spell. But you’ve been asked to do some sabotage, so they can be handy
Also I feel unfair to not know what skill you’ll be using, and the scenario doesn’t explicitly say if you could know or not this, so… read the following to have an idea

Different cover stories:

Lying Low: Keeping a low profile and sticking to crowds and back alleyways requires no special skills or preparations, however PCs attempting to avoid notice need to attempt Knowledge (local) or Stealth checks as they go about their business to avoid the suspicious eyes of the Aspis Consortium.

Bounty Hunters/Mercenaries: As Aya suggested, the PCs are easily able to pose as swords for hire around town. Bloodcove is teaming with sell swords, making another motley group of armed adventurers less conspicuous than in most situations. PCs who attempt this disguise need to attempt Disguise or Intimidate checks to prevent others from noticing their defining attributes.

Merchants: Bloodcove is a city that is run by powerful trading houses, and as such merchants are given free rein to conduct their business about the city. PCs who have the necessary skills and air can attempt to pose as merchants to gain greater freedom around the city, but must put more thought and care into their appearances. Weapons and armor on a merchant would draw suspicion and must be hidden or discarded, along with any obviously magical gear. These PCs use Appraise and Diplomacy to maintain their cover.

Tribespeople: PCs of native Mwangi origin might attempt to disguise themselves as local tribespeople coming to town to find work. As second-class citizens of Bloodcove, the native Mwangi people are often all but invisible to the influential merchants of the city. PCs using this disguise use Knowledge (nature) and Survival to avoid detection.

Traitors: Pathfinders might choose not to disguise themselves at all, but rather pose as former members of the society that are interested in switching sides to join the Aspis Consortium. Though this option may be easy to maintain, it all but guarantees that the PCs are put under close watch for the duration of their stay in Bloodcove. PCs using this disguise use Bluff or Diplomacy to maintain their cover.

So what's your cover story? Just one or you risk to have several cover stories so everyone can use his better skill?

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

It looks like everyone has a decent skill with the Tribespeople cover except Bhuukka who is abysmal with it, but based on that description I'm not sure we could even use it as it seems like you have to be native Mwangi. If that doesn't work, lying low might be our next best option. I might even be able to try the harder DC to help cover for Khugron.

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

I would be good with either laying low or ther mercenary cover.

-Posted with Wayfinder

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

I think laying low would be a good option for Alek. I don't have any ranks in Disguise, or Intimidate (which that will be fixed next level...).

Grand Lodge

male ifrit skald (spell warrior) 1 | HP 10/10, raging song 0/7, -2 Str | AC 17, T 13, FF 14 | F +3, R +3, W +2 | CMB -1, CMD 12 | Spd 30' | Perc +3 | Init +7

Enora doesn't have ranks in a single one of those skills. She does have disguise self in her spellbook. Basically she will be best off with anything Int- or Cha- based. Possibly Dex.

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

Enora should have a +8 in Knowledge (local).

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

I have bluff, know local, survival, stealth....i am good with any

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

"Well then. It looks like we sneak in and lay low then? We will try to cover for those better skilled in other areas, and hope for the best." Arngrim says, looking over the group as they discuss how best to infiltrate the city.

Grand Lodge

male ifrit skald (spell warrior) 1 | HP 10/10, raging song 0/7, -2 Str | AC 17, T 13, FF 14 | F +3, R +3, W +2 | CMB -1, CMD 12 | Spd 30' | Perc +3 | Init +7

"Yes laying low sounds like a good strategy for as long as it holds up. I suspect we will have to poke our heads up at some point. But the longer we can delay that, the better off we will be."

I thought I didn't see that on her sheet. At work now so I can't check. Either way sounds like the best plan for the party as a whole.

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

Enora's skills: Knowledge (arcana) +11, Knowledge (all others) +8

Goood. Let Bhuukka show the way. The way of the darkness that veils all eyes to the truth. Hide, hide in that darkness with me. *hehehehee*

Liberty's Edge

CN Male Nagaji 19/T 11/FF18, BAB +8 F+13/R+6/W+3 CMB +15(+17 w/Disarm) CMD 26(28 vs disarm) rage 12 of 12 left Bloodrager 4/Brawler 2/Fighter (High Guardian) 2 HP 72 / 72 Init +3, Per +13

Bounty hunter or tribesman would work


TRibesman is only an option if your backstory say you're from Mwangi, wich I doubt Alek as he states he's an Ulfen. Don't know the backstory of the rest of you

Rallas: Lay low or traitors (according to skills)
Alek: laying low
Bhuukka: Laying low (and maybe cover tracks)
Arngrim: laying low or mercenary cover.
Khugron: Bounty hunter or tribesman
Enora: Laying low

If that was a voting it will be laying low. Also you can risk a higher DC so all but Khugron lay low and he poses as a bounty hunter.
We go on, but be sure to have an agreement as you all have to roll as you enter bloodcove

As the riverboats come up to Bloodcove, you see that the "pirate city" has little in the way of guards or soldiers. While not a chaotic or barbaric town, it quickly become clear that individuals here usually handle their own problems, and just by asking a few basic questions, learn that here, finances, economy, and trade hold the most sway here, and unfortunately for you, the Aspis Consortium has dominated that arena in Bloodcove for some time. Pathfinders are not welcome here, and as you explore the city, you see the occasional smashed and destroyed Wayfinder handing from posts as a warning.

Bloodcove is unique in appearance as the entire city is built into and around the roots and trunks of one of the gargantuan mangrove trees that are found only along the Mwangi coast. The whole city is perched atop boardwalks and scaffolding that keep it out of the Fever Sea. The name Bloodcove comes from the reddish color of the water that pours from the Vanji River into the Fever Sea.

Anything you want to do before heading to The Witchlight Cipher

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Arngrim stops to buy a disguise kit, and then rejoins his companions for the trip to blood cove. Reaching to town, he ogles the giant mangroves, and uncomfortably eyes the smashed wayfinders as he moves through town.

Do you want those checks now or once we get to the inn?

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas joins Arngrin in the foray to the market. He purchases a disguise kit also.

Liberty's Edge

CN Male Nagaji 19/T 11/FF18, BAB +8 F+13/R+6/W+3 CMB +15(+17 w/Disarm) CMD 26(28 vs disarm) rage 12 of 12 left Bloodrager 4/Brawler 2/Fighter (High Guardian) 2 HP 72 / 72 Init +3, Per +13

Pick up 2 armor ointment, 1 scent cloak, and a disguise kit that has camouflage face paints so it could be used for stealth rather than disguise.


Time for everybody to roll (Angrim is as you enter in the city, but is imposible crittically fail it at the first check.

The Witchlight Cipher is easy to locate, being one of the most popular inns among the newcomers.

The dim atmosphere inside the Witchlight contrasts sharply with the bright Mwangi sun. The sour stench of unwashed bodies and stale beer fills the air as a throng of warehouse workers, ship crews, and less reputable folk take their morning meals. The innkeeper stands behind the bar chatting amiably with patrons, while servers hurry between tables.

Perception or Sense Motive DC 22:

The servers hover near certain tables and often take circuitous routes to their customers in order to overhear conversations.
Succeeding at this check grants each PC a +2 circumstance bonus on his next check to avoid earning an Awareness Point.

The bounty board, hangs prominently near the entrance to the common room and is covered in over a dozen listings detailing various fugitives, missing persons, or unfortunate souls who’ve simply made wealthy enemies.

After reviewing the different notices, one sticks out like a sore thumb to the Pathfinders: a bounty requesting the recovery of a stolen amulet supposedly posted by Kreighton Shaine. Though few in the Mwangi Expanse would recognize the name, it belongs to the Pathfinder Society’s Master of Scrolls.

I am calling upon any who are willing to take up the call and search every part of Bloodcove to find my missing amulet! The artifact is in fact an heirloom called the Terra Fas DeQuere, a jewel-studded pendant that has been passed down for generations by my family. It was stolen by vile thieves from my household at some point in the last week. I am seeking any information leading to its recovery or to any of the lowlifes mixed up in this most heinous crime! Bring your information to the bounty office to receive your reward.
Reward: 342 Gold Pieces to be paid by the bounty poster, Kreighton Shaine, upon return of his valuables.

Dark Archive

Neutral Wayang Oracle 3/Rogue (Unchained) 4 (Sheet) | HP: 45/45 | AC: 22 (17 T, 17 F) | CMD: 19 | F: 5, R: 12, W: 5 | Init: 5 | Perc: 14 (18 vs traps; trap spotter) | Speed 20 |
Tracked Resources:
Gift of Madness 7/7 | Touch of the Void 7/7 | Level 1 Spells 6/6 | Reroll 1/1

Bhuukka find a wagon or other vehicle coming into the city that he can hide in and hitch a ride while no one is looking and continues to lay low while in the city.

Stealth: 1d20 + 20 ⇒ (15) + 20 = 35

Inside the Witchlight he continue to try to stay beneath notice.

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

When he sees the posting he starts to wonder if there is any importance to the name Terra Fas DeQuere or the number 342. One seems odd, the other oddly specific.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

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

Grand Lodge

male ifrit skald (spell warrior) 1 | HP 10/10, raging song 0/7, -2 Str | AC 17, T 13, FF 14 | F +3, R +3, W +2 | CMB -1, CMD 12 | Spd 30' | Perc +3 | Init +7

Heh I guess I was looking at the level 1 Enora before. Thanks :)

Enora does her best to act like she belongs in Bloodcove and escape anyone's notice.

Knowledge(Local): 1d20 + 8 ⇒ (17) + 8 = 25

She maintains a low profile when they enter the inn and examines the notice. "Yes it does seem to be coded. But what might it mean?"

perception: 1d20 + 1 ⇒ (19) + 1 = 20

She casually sidles up to the bar where the innkeeper is chatting with the locals, hoping to pick up some useful information from their chatter.

Grand Lodge

Male Ulfen 3rd Hunter | HP 24/24 | AC 18 | T 12 | FF 17 | CMD 16 | Fort + 5 | Ref +4 | Will +3 | Init +1 | Perc +8 | AF: 3/3 | Spells: 1st - 4/4 | Cinder | HP 16/22 | AC 20 | T 13 | FF 17 | CMD 18 | Fort +5 | Ref +5 | Will +2 | Perc +6 | AF - Bull

Stealth (Lay Low): 1d20 + 6 ⇒ (5) + 6 = 11

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Alek attempts to keep a low profile while moving through the city; however, his Ulfen heritage draws more attention to him than he had hoped... He does, however, notice the behaviors of the servers and keeps a mental tally of who and where as they move about.

Liberty's Edge

CN Male Nagaji 19/T 11/FF18, BAB +8 F+13/R+6/W+3 CMB +15(+17 w/Disarm) CMD 26(28 vs disarm) rage 12 of 12 left Bloodrager 4/Brawler 2/Fighter (High Guardian) 2 HP 72 / 72 Init +3, Per +13

Khugron looked around the room to see what was going on and spotted the notice. "Not sure that right. Might be trap." he whispered.

stealth: 1d20 ⇒ 15
perception: 1d20 + 9 ⇒ (11) + 9 = 20

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Stealth: 1d20 + 5 ⇒ (14) + 5 = 19
Perception: 1d20 + 12 ⇒ (3) + 12 = 15

Arngrim manages to slide through the town to the inn with relative ease. Once there, he meets up with the others, and finds a table for everyone. Motioning a barmaid, he calls out "Ale, please." as he flips her a couple coppers. Turning to his companions, he whispers "What now, folks?"


Everybody was lying low, so:
Rallas: Pending to roll
Alek draws more attention to him than he had hoped
Bhuukka moves through the city without no one noticing he's there.
Enora blends in the city as if she has always been living here
Arngrim and Khugron avoid provoking suspicious with their actions.

Before you can begin to analyze the message, the inn’s door slams open with a bang, and the room goes quiet. The new arrival is a tall, slender Bonuwat man with long but neatly kept dreadlocks wearing long robes and a brightly colored necklace of beads. Two Bekyar men accompany him and leer menacingly at bystanders. Na’alu draws a rolled piece of parchment from his robe, opens it, and announces in a clear voice, “We have ten jobs available for today, working the warehouse at dock twenty-two. Any strong, able-bodied person is welcome to see me for assignment. He then moves to a table near the door and sits down, and a line begins to form in front of him.

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