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I figured Kel, Rog, and Henrick would deal with the people while me and Agraic chase down the assassin. Everybody good with that?

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Agraic will give the runner a bit more of a chase, because time bought for information to be shared is time bought.
He will head back in a little bit, though, while keeping an eye out for a SECOND assassin.
Working with Magrim on this one!

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Sounds about right to me

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DM Shifty--I assumed we'd just be kind of talking through the chase since we probably don't have a bigger map, right? I believe that whether she runs away on the rooftops or moves to the ground, I can catch her this round. With my swift action enlarge I can essentially move 5 ft. Then I can charge a total of 50 ft with my move increase, and with my reach I can hit her up to 20 ft away. Do you agree? If she's on the roof I want to charge and bullrush her with my hammer off the roof. If she's on the ground I want to charge and trip her. Either way, Lagertha (total of 70 ft move) will double move to get right next to her.
Charging Bullrush or trip, depending on her action vs CMD: 1d20 + 5 + 1 + 1 + 2 ⇒ (12) + 5 + 1 + 1 + 2 = 21

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"He sent us to get the message. What is it?"

Shifty |

I'll have to get more map - what we have is some kind of odd James Bond chase through a busy slum - a giant Dwarf chasing a roof top running acrobat assassin doing some funky parkour trying to get away. You have size and reach, but she moves a bit faster - and if she gets out of sight can employ a great sneak skill. You have double moved, she is still awaiting her turn (which is after Rog and Kel confirm their actions) - so we will see how it plays out :p

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I'll have to get more map - what we have is some kind of odd James Bond chase through a busy slum - a giant Dwarf chasing a roof top running acrobat assassin doing some funky parkour trying to get away. You have size and reach, but she moves a bit faster - and if she gets out of sight can employ a great sneak skill. You have double moved, she is still awaiting her turn (which is after Rog and Kel confirm their actions) - so we will see how it plays out :p
Whoops, yeah, I shouldn't have prematurely posted my actions. Just disregard my last post.

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It's ok, prefer to be banking up your actions than not have them :p If we dont get an update in the next couple of hours I'll just progress us :)
Fair enough :-) Yeah, if we don't hear from the others maybe we could have them escort the messenger to Torch if there's potentially other assassins lurking.

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Sorry RL has been a real B lately im struggling to post at the moment but im trying...
Rohelio chases after the runaway

Shifty |

1d20 ⇒ 11
Seeing the bulk of the party is coming for her from the backs of the buildings she runs and jumps down onto the street towards the front.
Rogelio sees her move across the main road, running for the next street via one of the alleys.
Yellow arrow indicates direction seen travelling

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"Very well, let's get you out of danger first, and then get that message."
Henrick escorts the man to a safer location, hoping the others regroup soon.

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Magrim continues the chase, following the fleeing villain.
One move action taken--turn paused to see if I can locate her.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
If I can't see her from here, I'll swift action Enlarge to see if that helps.

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Just a note for the folks dealing with the leader. The instruction was "Important message for my ears only. Track them down, get the message, resolve any loose ends, and report back to me" Thinking a bit more literally, you've *got* the message (apparently). So that leaves us to 'resolve the loose end' if we can.

Shifty |

Magrim continues the chase, following the fleeing villain.
One move action taken--turn paused to see if I can locate her.
If I can't see her from here, I'll swift action Enlarge to see if that helps.
Magrim still cant see her from here, even enlarged, the buildings are firmly in the way.

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Thanks for the clarification. I was thinking we needed to extract the message rather than escorting the messenger, but now it makes more sense.

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Bah, we'll never find her in this. Let's get back to the people that need our help!
Finish turn with another move

Shifty |

R3
Henrick passes on running.
R4
Rogelio
Kel
Magrim
Agraic
ENEMY
Magrim spotted her fleeing down the next street
Up to you guys to let her go or chase on :) She isn't essential - you have the message, and one of her rent-a-muscles (assuming he doesn't doe of blood loss from where Kel shanked him

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I'll let her go--I don't want to go on a wild goose chase when there could be more nearby.

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Agraic's goal was 'if not able to capture, put enough fear into her that she hauls ass out of the way long enough for us to complete our mission objective'. Taking her out would be 'clearing up a loose end' but this is TORCH we're dealing with. For all we know he could have hired them to put the pressure on the Fingers. ((Agraic's Grand Lodge.)) Good with heading back and bodyguarding the message, and capturing hired thug and patching him up so Torch has someone to 'chat' with, though.

Shifty |

Ok on balance we can end combat there - she looks like she's hitting the road hard anyhow, her cover is blown and her affiliations now well understood.
You stem the bloodflow of the fallen thug and drag him back to the White Ureas, all the while protecting the Messenger during a very tense extraction through the souks, markets, slums, and every other place where too many strangers and a riout of noise and colour could be hiding a blade or bolt. Triumph you do, however...!
You now appear before Torch, the unconscious thug dragged off by a particular nasty Half-Orc for 'questioning'. You decide that the ramifications are not pleasant for that fellow and best left as something not to be dwelled upon.
The messenger addresses Torch “The Red Mantis is searching Eto for a scarred
man” he announces. Torch gives a noncommital grunt "Persistence does not guarantee a successful assassination. We will discuss in private"
Torch then looks at you...
"Well what news of our tasks?"

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"Yes, yes. We have completed your tasks." He starts digging out the serpent rod for Torch.

Shifty |

"And there was a sudden departure from the Sands, you uncovered a spy I see, and the planting seems to have been done too"
Torch fulfills his part of the bargain by giving you several old maps. One is a map of Osirion, clearly marking Eto and an unnamed site to the north. The second map has a much smaller scale and marks the route between Eto and the mystery location.
The last sheet has a charcoal drawing that depicts two large rock outcroppings connected by a smooth wall with a single gate. It is entitled “Seeker’s Folly” and signed “V.L.”
You can recognize that the writing on the map and the writing on the list of tasks Torch
assigned are identical
“Those will take you where you want to go. Deviate from the path only if you know what you’re doing. Otherwise, stick to the landmarks.” He pauses to consider another thought. “Normally this is where I would say ‘pleasure doing business with you.’ However,” he adds with a grisly grin, “I’m going to throw you something extra for free—just because I’m such a caring individual. You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”

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"These folks wouldn't be related to folks rumored t' have done something in Absalom recently, would they? I've been out in the desert a while, I get snippets an' told they're briefings."
While Agraic hasn't played the specials, I'm sure there's been at least rumors of what's been going on with them for this season. GM call on whether or not Torch knows or even cares, of course. What Agraic is basically asking is maybe they might be something tied to the Aspis...

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Hmm, this will serve. But what is this 'Seekers Folly'? And what Venture Lieutenant wrote this?
Does 'Venture Lieutenant' exist in the PFS here as well?

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"Very well, " Henrick says, nodding knowingly. "Our bargain here is complete, and we have what we came for. I expect, some day in the future, we may well meet again. Until then..."

Shifty |

That's a wrap!
With that, the party is ushered back outside, Torch's words dwelling heavily upon your minds.
I will be away for a week, intent is to begin the next session when I get back 13 Nov. I'll get sheets out tonight, and you guys will have some prep time. As a note, this will be a bit like the first session in the pyramid, so suggest you plan accordingly if you found yourself short there last time :p
Did you guys want a replacement 6th player?
Boon rolls
1 or a 20 to win
GM 1d20 ⇒ 8
Agraic 1d20 ⇒ 17
Henrick 1d20 ⇒ 7
Kel 1d20 ⇒ 15
Magrim 1d20 ⇒ 16
Rogelio 1d20 ⇒ 3
Sad!

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Thanks, Shifty! I am good with 5 or 6.

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Wouldn't mind an additional, but won't be heartbroken if we don't get one? And thanks for the running thus far!

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Yep, thanks Shifty for running this and good game everyone! That was fun. I'm good with this group, but it might be nice to get someone with a few social skills--since we have time, maybe we could ask in the flaxseed lodge?

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I could take Kel's first ninja level early, for the social skills, if we need. He doesn't really have a set path, other than swashbuckler 6/ ninja 6. I was even thinking of taking a level of ninja next before our realization of not having a face, just because I kind of want him to start looking like a Nightingale and not just a duelist. (For those who don't know, the idea of his build is the Nightingale from Skyrim. I'm even thinking of going minor/major magic rogue tricks to get vanish.)

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That's true - a face would be very handy!

Shifty |

Destiny of the Sands Part 2
A new day dawns in the Osirian trade city of Eto only hours following the meeting with Grandmaster Torch. In exchange for a handful of services, he delivered several maps and sketches of landmarks that collectively point the way to the last known resting place of one or more sage jewels—enchanted gems capable of storing memories of Osirion’s past and reviving the Sapphire Sage Amenopheus’s order.
“Those will take you where you want to go,” Torch declared while handing over the maps. “Deviate from the path if you know what you’re doing.” As an afterthought, he added, “You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”
Your party has several items left over from your adventures so far in Eto, including half of a weathered geode, a magical sending stone you can use to contact Amenopheus. When he gave it to the group, he informed them that it can transmit a message of several dozen words, to which he can then respond, but the stones will only work once; he requested that you only use it when you have found one of the sage jewels. He also gave the you a field notebook containing helpful tricks for translating Ancient Osiriani and understanding the Jeweled Sages’ written codes.
Grandmaster Torch also gave you two maps of Osirion and a charcoal drawing. The first map clearly marks Eto and an unnamed site to the north. The second map has a much smaller scale and illustrates a winding route marked with many landmarks between Eto and the mystery location, though it’s clear that traveling in a straight line would be a faster, if more difficult, trip.
An oasis is marked on this map near the final destination, and notes describe a marker stone nearby whose shadow at sunset points toward the ruins. The charcoal drawing depicts two large rock outcroppings connected by a smooth wall with a single gate. The drawing is entitled “Seeker’s Folly” and signed “V.L.”
If you would like to talk with the people who cross this desert regularly:
Diplomacy or Knowledge (local)
rarely used, though the caravan masters are familiar with the oasis and the terrain surrounding it. They provide some advice about how to equip properly and avoid common desert hazards. granting the PCs a +1 bonus on any Survival checks made while traveling from Eto to Seeker’s Folly.
oasis a few days ago. One flashed a bronze badge bearing a snake emblem when questioned by customs agents.
Survivors of the recent gnoll attacks remember that the gnolls often attacked during the hottest time of the day, when the camels were resting and the heat shimmer disguised the glimmer of the gnolls’ weapons. bonus for later
Feel free to check in, we move in around 24 hours

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Magrim asks his new merchant buddies for any advice.
Diplomacy: 1d20 ⇒ 15
2x antiplague (10% discount from last game's merchant license), 2x antitoxin (10% off), 2x vermin repellant (10% off).
I have 2 goals checked off on my faction card, so I will use that to get a 5% discount on one item found on a chronicle sheet. I have a +1 cloak of resistance on a chronicle sheet from the Confirmation, so I'll buy that for 950.

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D'ohplomacy: 1d20 - 2 ⇒ (19) - 2 = 17
Apparently, being a bit of a loud-mouth on the previous batch of errands has paid off somewhat for the sometimes temperamental half-elf, and he conveys the little tidbits he learned to the rest of the party so that no one is caught unprepared for the journey.
Been away from Agraic for a bit, will have to review and post in Discussion what he's picking up, completely forgot what I was doing there.

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Kel's Purchases:
+1 added to buckler
Cloak of Resistance +1
Potion of Invisibility
----------------------------------
Doing his level up now. May take a bit, I found an error in one of his chronicles and now I'm having to backtrack and fix it. It doesn't affect his level or gp any, it's just that some of the purchases were written out of order on his chronicles and they conflict with his inventory tracking log.

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Hi, level 4 gunslinger/psychic who'd like to claim the open slot.
Edit: Just realized you're looking for a party face. Unfortunately that's not me-- I mostly just shoot things.

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Well, I just leveled Kel to 4, and I went ahead and took my ninja level. I can now (sort of) face for the group, as well as fill in for the rogue since I have disable device and a decent perception check. What do you guys think? Do you feel comfortable with Kel facing for us?
Kel pays attention as Torch explains everything, and then sets out to prepare. A new cloak, a few supplies, and a magical enhancement on his buckler later, the man hits some local taverns to see if he can learn what's what about his new mission.
Know Local: 1d20 + 7 ⇒ (6) + 7 = 13
Unfortunately, he spends more time sampling the local product than asking around, and comes up with nothing.
I swear, if I keep rolling low on EVERY skill check with him this game as well, I'm going to riot.
After he sobers up a bit, he meets back with the group when everyone is ready.
Oy, Agraic, have you tried the Desert Screamer over at the Golden Hookah? A right blast to the back of your face, that one is! I'll have to see if I can import it back to the Lizard, no?
Once everyone is ready, he looks around.
Well, since Kish isn't coming along with us, I suppose I need to let you in on something. My tavern isn't exactly... a simple tavern, see? It's a front for the Nightstalker Thieve's Guild. The society knows, and they know I'm a member, but I mostly play dumb when it comes to the skills a man... acquires in such an organization. Gotta keep it a secret, especially since the Society would rather not openly deal with us. But, since the lovely lady had pressing matters back home, it looks like I'll have to take over for her, no? Just be a friend and keep this little information between us, though. Don't need the rival guilds coming after my bar, you know?
He checks his pack to make sure everything is ready, and gives the group a (hopefully) reassuring look.
So, who's leading the way to the first jewel?

Shifty |

Hi, level 4 gunslinger/psychic who'd like to claim the open slot.
Edit: Just realized you're looking for a party face. Unfortunately that's not me-- I mostly just shoot things.
All yours.
For this scenario, *no spoiler* but I wouldn't be too concerned by the need for a party face