GM Pablo |
While you were debriefing in the Grand Lodge - somewhat sequestered until your journals are updated and endless meetings with several Pathfinder scholars from various factions regarding what you found in Xin-Gafar, the Isle of Terror, and the Razmiri faith, Venture-Captain Drandle Dreng arranged for a barrister to clear any legal fees or leans on the property. He also had an agent investigate your property to check what ties it has to the Razmiri cult.
A week and a half into your trip - just as you think you are finished with the infernal paperwork and meetings - Venture-Captain Drandle Dreng summons you.
Venture-Captain Drandle Dreng’s pinched face is hard to see from behind the stack of books that divide the front of his office from the space behind his desk. A shockingly old man with white hair and slightly milky eyes, he is surprised by the appearance of outsiders in his office, and looks up, half startled and half relieved.
“Thank you for coming on such short notice. It seems that time has conspired against us.” Dreng mumbles to himself as he passes out a stack of notes and maps from behind the wall of books.
"Firstly, We are not sure how the deed arrived in the hands of the Razmiri herald. Perhaps foul play, a gambling debt, extortion or robbery. The barrister has validated the deed and the property is rightfully yours. He has sped the bureaucratic process for you to legally take ownership as well... You can expect his fee soon, I'm sure."
“These notes are from an agent I sent to check on your property just on the outskirts of Absalom. It contains some interesting finds, but one of them is now the utmost priority to the Society and I'm sure you have a vested interest in your holdings, as well.”
Dreng lightly taps a bony finger on a map, on which can be seen a section of Absalom with a small corner townhouse circled in deep red. “This is your townhouse, it is also a façade for an underground vault. The vault belonged to an old noble family of Absalom that was expelled a decade ago—the Decklands. The family was forced out when their patriarch—a man known as Orias—was discovered to have written documents detailing the city’s defenses, documents he intended to hand over to hostile forces loyal to Cheliax. The agents's notes indicate that a copy of these documents exist within the vault.
“The Pathfinder looking into the Decklands and their ties in Cheliax was attacked and killed two days ago. The thugs made off with a copy of his notes— fortunately, he’d already sent us another. We have reason to believe it was the work of the Decklands’ oldest child, a young woman named Celeena, and she’s the reason this assignment is now urgent. The fact that Celeena and her forces were willing to kill a Pathfinder for this information shows how desperate they are to retrieve the documents. If she were able to get these documents and return them to Cheliax, it would undermine the defenses of the whole city, as well as cause the Society undue headaches. Find Celeena, find the documents in her, err, now your vault, and prevent this situation from turning into one big mess for the Society. I did not suspect the danger when I sent a lone agent to investigate. Don't let them escape and deliver a..." Dreng pauses for a moment, "message to Celeena and any accomplices for me and the Society.”
GM Pablo |
Sekkimm
"You anticipate that they are currently within the catacombs? How many entrances and exits are there?
Buchart
"Captain, would it be possible to find a wizard that could teleport us in there? It might help getting in without anyone knowing and it might be the best way to head off Celeena's agent."
GM Pablo
"We are only aware of the single entrance. Sorry Buchart I don't have an agent available to teleport you and finances are, well, finances...you should be able to handle any thugs she hired and get inside."
Fernleaf Ivy |
Stating for the record that I am not ready to enter anything more challenging than an ice cream parlor until I get my Alchemist tasks attended too, made a thousand potions, bought some stuff, made some bullets and attended a dramatic reading of an epic adventure.
I have a thought for this one. We could each take turns calling encounters and featuring our character for that combat scenario. For example: Roll initiative. Anaba wins initiative and GM lists us in order. The first encounter and events leading to first encounter is directed by Anaba. She is the one to say "We will walk down the corridor in such and such marching order, Fernleaf is 10 feet ahead, Buchart to the rear, etc." During the combat, Anaba gets the final say on combat tactics and what the plan is. We key off of her strengths for our strategy (get big and Rage them, tanks to the front, etc.). Once the Out of Combat horn blows, the next person on the initiative list is caller, we key off of them. When it is Sekkim's turn, we would open up with ranged spells and weapons first. When Fernleaf's turn, sneaky sneak and poison back stabs. Etc. Initiative would not continue, but the first initiative is a good way to get the order going. Do initiative normally from then on, just maintain the order of the first roll for caller.
Just thinkin'
GM Pablo |
Stating for the record that I am not ready to enter anything more challenging than an ice cream parlor until I get my Alchemist tasks attended too, made a thousand potions, bought some stuff, made some bullets and attended a dramatic reading of an epic adventure.
I have a thought for this one. We could each take turns calling encounters and featuring our character for that combat scenario. For example: Roll initiative. Anaba wins initiative and GM lists us in order. The first encounter and events leading to first encounter is directed by Anaba. She is the one to say "We will walk down the corridor in such and such marching order, Fernleaf is 10 feet ahead, Buchart to the rear, etc." During the combat, Anaba gets the final say on combat tactics and what the plan is. We key off of her strengths for our strategy (get big and Rage them, tanks to the front, etc.). Once the Out of Combat horn blows, the next person on the initiative list is caller, we key off of them. When it is Sekkim's turn, we would open up with ranged spells and weapons first. When Fernleaf's turn, sneaky sneak and poison back stabs. Etc. Initiative would not continue, but the first initiative is a good way to get the order going. Do initiative normally from then on, just maintain the order of the first roll for caller.
Just thinkin'
You have 30 days of crafting befoe this meeting takes place - hop to it!
GM Pablo |
1 person marked this as a favorite. |
30 days since you arrived in Tarmran - you were 5th level by then. Also thats when you gathered all your crafting supplies.
The party enters a parlor - there are some suspicious people behind the counter with metal scoops in their hands wearing stripey clothes...it seem oddly cold in here. There are strange vats full of multicolored frozen contents behind a large glass counter. You are greeted with "Wafflecone? Your not sure if that is the codeword for their strange cult. Fireball?
Fernleaf Ivy |
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Imma have a good look around here. I do like the colors of the contents of the strange containers.
"It's a little cold in here, don't ya think?"
I discretely get closer to the glass and stand up taller on my tippy toes to get a good look. Probably looks pretty cute, the Halfling looking over the edge of the ice cream counter.
"What is this archanery? It looks very useful. And possibly delicious."
Not being sure what the heck is happening, I prepare for anything.
Sense Motive: 1d20 + 4 ⇒ (16) + 4 = 20
Appraise: 1d20 + 4 ⇒ (3) + 4 = 7
Knowledge (local): 1d20 + 4 ⇒ (14) + 4 = 18
Buchart |
Did somebody say bulette? Sure, I'll try the sweet version! I fed the fish the rest of the jerky. It didn't keep well.
As the cream slinger dips out this wonderful alchemical concoction, Buchart says with his hand on his hilt and a smile,
Be careful! You might get Frostbite!
Who's buyin'?
GM Pablo |
After leaving Venture-Captain Drandle Dreng’s office you find Reginar and Dusan - or rather they find you. Dusan looks like he has added some pounds and is not nearly as crazy after the Society sent him to New Bedlam Rest Home for the Emotionally Interesting for a couple weeks and had the Clerics work him over. He is still somewhat paranoid, but no longer totally nuts.
Reginar gives you all boxes wrapped with a bow.
"Enjoy and thanks again for for your assistance. I am heading back to Tamran with Dusan. You are always welcome in Nirmathas."
Inside you each find a nice pair of snakeskin boots he had made from your Giant snake skin.
Now are you ready to check on your house? It is just outside the city walls of Absalom's Eastgate District.
GM Pablo |
I added new maps!
From the outside it doesn't look like a manor and needs some work!
Nice backyard and it backs into a forest. Great for Fahari and Cela!
Sitting on the end of a quiet street, the red brick Deckland townhouse melds in with the other middle class buildings just outside of Absalom. A small, flickering candle can be seen through a barred window on the building’s west side and a single door can be seen on the building’s south face.
Sekkimm |
Now are you ready to check on your house? It is just outside the city walls of Absalom's Eastgate District.
Sure.
"I'm telling you guys, a butler's not much more than a gold a day. We hire him, an unskilled laborer as an assistant, and a few guards for around four, five gold a day tops all together and that's generous. When we come into town the butler can get a cook, a maid, someone for laundry, and so forth for the duration that we're in town.
We've earned thousands of gold, each, during the last couple of months. Don't you want to live the high life when you aren't letting the dregs of the underworld have a shot at killing you? Isn't that a bargain for a few hundred gold a year?
I wonder if there's land to go with this thing? It is outside the city."
Buchart |
Well, this place doesn't look so big. At least above ground, anyway. We'll have to see how big this vault is and whether it can house six people, a lion, a rat and servants!
I must say, this might be a splendid place for your friend Smek! He can find the catacombs within the catacombs!
Buchart |
After leaving Venture-Captain Drandle Dreng’s office you find Reginar and Dusan - or rather they find you. Dusan looks like he has added some pounds and is not nearly as crazy after the Society sent him to New Bedlam Rest Home for the Emotionally Interesting for a couple weeks and had the Clerics work him over. He is still somewhat paranoid, but no longer totally nuts.
Reginar gives you all boxes wrapped with a bow.
"Enjoy and thanks again for for your assistance. I am heading back to Tamran with Dusan. You are always welcome in Nirmathas."Inside you each find a nice pair of snakeskin boots he had made from your Giant snake skin.
Now are you ready to check on your house? It is just outside the city walls of Absalom's Eastgate District.
Thank you, Reginar! I like the idea of wearing the beast that almost ate me!
How are you, Dusan? You look much better!
I will find a place to sit and pull on my new boots! We should offer them bulette leather from what's left over after Cela's armor is ready. Dusan certainly earned it! I would be willing to chip in to have it made by a master craftsman.
These boots are awesome! Thanks again!
Buchart |
57gp each actually that includes shipping .
There is a big difference between poor, middle and upper class
A few thousand gold would do wonders and buy some more land.-Posted with Wayfinder
Thinking 650 for two suits for Reg and the Dukester.
GMPablo |
Reginar has much better armor already. Dusan earned it!
FYI
COST OF LIVING: EASTGATE
The following costs of living are averages for the Eastgate
District:
Building Ownership
Palace 200,000 gp and up
Manor 60,00 gp and up
Villa 40,000 gp
Townhouse 30,000 gp
Flathouse 15,000–25,000 gp
Flop 3,000–7,000 gp
Bunk 250–500 gp
Building rent (per month)
Keep 7,500 gp
Manor 800 gp
Villa 300 gp
Townhouse 200 gp
Flathouse 100 gp
Flop 20–75 gp
Bunk 2–10 gp
General Expenses
Food Costs 100% normal
Transportation Costs 100% normal
Goods Costs 125% normal
This is inside the walls outside the rates will be substantially less. What you see above ground is probably 15-20 k. 20k would really make this something nice!
-Posted with Wayfinder
Sekkim |
Ok, I propose myself and someone else watch the front door to make sure nobody comes out while everyone else sweep the outside for unexpected surprises. Buchart? Shall we watch the front while the people who paid attention in pathfinder survival training search the outside?
-Posted with Wayfinder