The Red Arm of Absalom - Ongoing Campaign (Inactive)

Game Master GM Red

Initiative:

[dice=D]1d20+15[/dice
[dice=Gallix]1d20+2[/dice
[dice=Mr P]1d20+5[/dice
[dice=Uesugi]1d20+3[/dice
[dice=Sirettis]1d20+3[/dice
[dice=Cup]1d20+5[/dice


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Sovereign Court

Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

"I am used to colder climates..." Sirettis looks to the horizon to keep herself steady. "But I will manage."

Fort Save: 1d20 - 1 ⇒ (15) - 1 = 14

She may be skinny as a pole, but Sirettis manages to keep her composure. Her hair blows in the wind, seemingly dancing in the wind. Isa keeps quiet, mostly hanging out in the crow's nest.

The Concordance

Male Elf Arcanist 11 HP: 68/68 Temp HP:? AC: 13(17) FF:10 T:13 F:+10 R:+11 W:+12 (Remaining Spells: 1st: 6/6, 2nd: 6/6, 3rd: 5/5, 4th: 5/5, 5th: 4/4, Arcana: 11/17) Effects: False Life, Overland Flight

Heh I was just planning on seeing how skinny ole Mr Peppers would fair on the ocean... sometimes its nice to let the dice build the character..

Fort Save vs Seasickness: 1d20 + 1 ⇒ (15) + 1 = 16

Mr Peppers spends his time up on deck letting the salty ocean breeze flow over his fair Elven features. His new cloak pulled close to keep the chill out, whipping wildly in the wind.

"I can see why people take to the sea, its quite invigorating. You can feel the energy refreshing the mind and soul. I'm sure I'd feel differently if the weather wasn't so fair." Mr Peppers will take some time to speak to the crew to see if they have any insight on their destination.

Diplomacy: Gather Information: 1d20 + 2 ⇒ (9) + 2 = 11

Grand Lodge

Male Undine Bolt Ace (Gunslinger) 1 HP: 1/10 | AC: 16 (14 Tch, 12 Fl) | CMD: 14 | F: +2, R: +6, W: +3 | Init: +6 | Perc: +7, SM: +3 | Active conditions: none

Ace, being a child of the water, enjoys the voyage.

Dark Archive

[Kineticist 10] HP: 93/93 (Overflow +10 temp HP), AC 18/T15/FF14, Fort+12, Ref+12, Will+5, Init +14 (+15 with overflow), speed 30ft, Perception +12, low light vision.
Current burn 3:
30 NL, (15% to ignore SA & crits.)

Fort vs seasickness: 1d20 + 6 ⇒ (4) + 6 = 10
Despite my good fort, it gets me a 4. :P

D. isn't looking as bad as the other guy, but he preferred land travel.

Sovereign Court

The sickly man, who somewhat unconventionally appears to be a dwarven sailor, manages a few words as Mr. Peppers approaches him. "Ugh... Whattaya want, elf? Can't ya see I'm strugglin' here?" He rubs his bulging belly for a moment. "Diobel's where we're headed, once a mighty siege city, now a flooded port town. Tons of shipwrecks in tha' area, I reckon cough cough some treasure could probably be found if someone were so darin'! Heh heh... heh.... cough cough.." He turns away as he covers his mouth. He doesn't look like he wants to continue the conversation.

I realized later you departed at night, and some of you probably slept aboard the ship! But anyway,
After a few hours west through the night, the sun rises to reveal a barge up ahead, not too far from the coast.

DIOBEL - PORT

Captain Zendrani and the crew of the sleek Sixwing Drake steer the ship up to the massive barrier of broken war-barges, crumbling walls, and jetties of iron and wood that protect the port of Diobel.

"Well, here we are," says the captain. "I'll make sure everything is in order with Diobel's inspectors and charter you a barge to the port. I don't think you're carrying anything particularly valuable, so you shouldn't draw much attention from the inspectors or pilots, so long as you don't run your mouth. My crew and I will wait here with the ship. You can return here to rest, if you need to, but remember - there isn't much time!"

Captain Zendrani slips one of the barge captains a few gold coins as a sign of good faith. "Captain, could you do us the service of escorting these... sailors in and perhaps remaining at the coast for the day should they need a rest?"

The middle-aged, gruffy looking barge captain eyes the coins and grabs them. "Aye, I suppose... But I ain't bein' paid to talk to them..." With that, Captain Zendrani smiles as she waves you off, and the barge captain escorts you to Diobel's coast.

It's currently Oathday, at dawn

Dark Archive

[Kineticist 10] HP: 93/93 (Overflow +10 temp HP), AC 18/T15/FF14, Fort+12, Ref+12, Will+5, Init +14 (+15 with overflow), speed 30ft, Perception +12, low light vision.
Current burn 3:
30 NL, (15% to ignore SA & crits.)

Don't worry, we're not being paid to talk to you either.

D. disembarks, and takes a quick look when he is down from the plank.

1d20 + 6 ⇒ (20) + 6 = 26

Sovereign Court

Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

Sirettis very quietly observes Diobel. Isa also quiet, but you notice both of their heads jerking around at odd, unnatural intervals.

The Concordance

Male Elf Arcanist 11 HP: 68/68 Temp HP:? AC: 13(17) FF:10 T:13 F:+10 R:+11 W:+12 (Remaining Spells: 1st: 6/6, 2nd: 6/6, 3rd: 5/5, 4th: 5/5, 5th: 4/4, Arcana: 11/17) Effects: False Life, Overland Flight

Before the port to the sickly Dwarf
"Who couldn't use a bit of extra treasure? Bills to pay and mouths to feed! Stay dry Master Dwarf." Once the dwarf heads off Mr Peppers will discreetly cast a spell and study him then move around studying other crew members and the top deck of the boat.

Spellcraft DC15:
Detect Magic
Knowledge: Arcana if needed: 1d20 + 8 ⇒ (15) + 8 = 23

Mr Peppers will do the same thing just before he heads down into the barge for the trip to shore. He stays quiet on the ride taking in the sights. Knowledge: Arcana if needed: 1d20 + 8 ⇒ (6) + 8 = 14 Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Liberty's Edge

Human Male Unch Rogue 5 | AC 18*/17 (T 16*/Fl 12) | hp 28/28 | Init +4 | Fort +1 Ref +8 Will +2 | Perception +9 | Wands: CLW (44) | Mage Armour (44) | Bless Weapon (44) | Conditions: *Combat Expertise; Armor (AC 20*);

Bishop puts on a good face although inside he truly abhors being on the vessel. He stays on deck for the voyage never venturing down into the hold unless absolutely necessary.

"Seems that luck is with us and that the voyage will be a quick one based on what the captain has said. With time pressing against us that is just as well."

Bought 1 antitoxin in town before the voyage.

Sovereign Court

Mr. Peppers:
While aboard the ship, you don't sense anything magical about the crew or the boat itself.

@Bishop you've actually arrived in Diobel already, although your purchase beforehand is fine (and anything else you may have wanted to do on the ship before arriving, since I may have gone too fast)

In the maze of shipwrecks along the coast, several ships come and go and wait their turn to offload cargo or pick up new goods. D and Mr. Peppers notice one of them in particular stands out and matches Delroya's description - the freshly touched-up paint on its hull is blue with streaks of white lightning - clearly indicating it must be the Blue Dragon's Bite.

You may want to give the second handout, second task another read.

Liberty's Edge

Human Male Unch Rogue 5 | AC 18*/17 (T 16*/Fl 12) | hp 28/28 | Init +4 | Fort +1 Ref +8 Will +2 | Perception +9 | Wands: CLW (44) | Mage Armour (44) | Bless Weapon (44) | Conditions: *Combat Expertise; Armor (AC 20*);

Another boat? Great Redeemer you must truly testing me

He boards the barge and prepares to head into the city. He heads over to the captain and rests a gold coin on the rail close to him.

"Looking for a good place to get a drink, captain? Supposedly we were told the Overflowing Oyster is a good one but I wanted to be sure. Any other news we might want to know would be helpful as well."

diplomacy: 1d20 + 6 ⇒ (2) + 6 = 8

Sovereign Court

Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

"I am no thief. But I am good at distracting."

Sirettis walks up and casts charm person on the captain. Will Save DC 15

"Good day, Captain. How are you doing? How is the Blue Dragon's Bite doing?"

Diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24

Grand Lodge

Male Undine Bolt Ace (Gunslinger) 1 HP: 1/10 | AC: 16 (14 Tch, 12 Fl) | CMD: 14 | F: +2, R: +6, W: +3 | Init: +6 | Perc: +7, SM: +3 | Active conditions: none

"Maybe I can swim over and sneak aboard? Probably help with a good distraction, though."

Liberty's Edge

Human Male Unch Rogue 5 | AC 18*/17 (T 16*/Fl 12) | hp 28/28 | Init +4 | Fort +1 Ref +8 Will +2 | Perception +9 | Wands: CLW (44) | Mage Armour (44) | Bless Weapon (44) | Conditions: *Combat Expertise; Armor (AC 20*);

Bishop moves in front Sirettis while the slyph casts her spell only moving out of the way when she walks up and begins to talk with the captain.

While she speaks with the captain Bishop looks about to spot any crew that might be aboard the ship.

perception: 1d20 + 5 ⇒ (14) + 5 = 19

Sovereign Court

BLUE DRAGON'S BITE

Moving along the coast towards the ship, you approach the gangplank. Bishop notes dozens of dockworkers working to unload cargo. As you begin to walk up the gangplank, you notice a sly-looking man watching over the workers, and at the same time arguing with an official looking woman.

"Twenty gold pieces is not an appropriate tax for the import of these goods, and you know that, Galdeph. I am not going to budge on this."

"Come on, surely you can overlook the matter just this once..." Oily as a snake, Galdeph smiles at her.

They turn and notice your presence as Sirettis approaches. Galdeph stops you as he moves to block your entry. "You there. What business do you have here?"

The captain isn't here, Sirettis, but I can use your charm spell and diplomacy against Galdeph, or the lady, if you'd like. Let me know. Map is also updated with the ship (Slide 3) and will be added to my stat bar shortly.

Sovereign Court

Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

Sirettis will charm Galdeph, thankful Bishop covered her spellcasting in the process.

"Galdeph. Are you arguing about import fees again? What goods did you bring in this time?" Sirettis becomes very animated, trying to be affable and jovial while getting all of the attention on her.

"If you're going to argue like this over fees, maybe you should do it somewhere a bit more privately? Away from the ship?" Sirettis offers to arbitrate a deal between the two, provided they get off the ship (and give her allies some time to board discretely.)

Sovereign Court

Perception, is the casting noticed by the woman? Penalty for Bishop covering: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Will save: 1d20 + 1 ⇒ (3) + 1 = 4

The officer stares Sirettis up and down as she mouths the words for the spell. She takes note that something must have changed when Galdeph starts acting unusually polite, bouncing on his feet.

"Ah, it's you! Indara, this is my old friend.. Er.. I can't quite remember her name.." The man shrugs. "Come on over here, let's have a drink!"

Indara shrugs, but not being much of a magic user herself, can't quite place Galdeph's sudden change in attitude towards Sirettis.

"I cannot leave the ship as you say, but you seem to have some kind of business here. Perhaps you'd like to assist in offloading the cargo. There are important medicines and tools here, and we must not risk losing any. Some more able bodies would help get this done faster!" He waves the group through and allows you all to move aboard the ship.

I'm suddenly reminded of your highly rolled skill checks back in 7-00...

The Concordance

Male Elf Arcanist 11 HP: 68/68 Temp HP:? AC: 13(17) FF:10 T:13 F:+10 R:+11 W:+12 (Remaining Spells: 1st: 6/6, 2nd: 6/6, 3rd: 5/5, 4th: 5/5, 5th: 4/4, Arcana: 11/17) Effects: False Life, Overland Flight

"We mustn't risk losing precious medicines! They surely are hard to come by these days, let me through so I can make sure they don't get damaged! Bishop, D, lets give them a quick hand moving those crates... CAREFULLY. You do know how expensive a vial of antitoxin is don't you? VERY!" Diplomacy Aid: 1d20 + 2 ⇒ (2) + 2 = 4

At least it was just an aide roll eh?

Mr Peppers will try to lead his team of movers onto the ship if allowed, hopefully going below or at least away from Galdeph and Indara.

Sovereign Court

Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

"Ah yes, yes. I have some crew here who can help offload the cargo." Sirettis waves the party onto the ship. "Now then, while my allies help move the cargo...import fees? Can't you see Indara is a busy woman? Certainly your payment for delivered goods will help offset the actual import tax. Inara, what payment is due?"

Sense Motive: 1d20 + 3 ⇒ (7) + 3 = 10
Sirettis gauges Inara's reaction to see if she's going to ruin this or play along.

Dark Archive

[Kineticist 10] HP: 93/93 (Overflow +10 temp HP), AC 18/T15/FF14, Fort+12, Ref+12, Will+5, Init +14 (+15 with overflow), speed 30ft, Perception +12, low light vision.
Current burn 3:
30 NL, (15% to ignore SA & crits.)

If anyone is going to ask pointless questions, D. will look their way, silently, but sharply.

Intimidate: 1d20 + 5 ⇒ (12) + 5 = 17

Grand Lodge

Female Dwarf Cleric 4 (HP 28/28) | AC:19 | T:12 | FF:17 | cmd:15 | Fort +6 | Ref +4 | Will +10 | Init. +6 | Perc:+7; Darkvision 60ft | Speed 20ft | Channels: 5/5 | Status: N/A

"Yes indeed, we'll be glad to help offload the ship, Galdeph," ּBegrilda chimes in as she brings up the rear of the group. Before continuing onboard, however, she pauses and places a hand on the man's arm, "Oh, by the way, it would be a great help if we had some sort of checklist to make sure we've gotten everything unloaded. Is there such a list we could use? Where would we find that?"

Nice work on the charm, Sirettis! I'll try to do my part on that front later. ;)

Grand Lodge

Male Undine Bolt Ace (Gunslinger) 1 HP: 1/10 | AC: 16 (14 Tch, 12 Fl) | CMD: 14 | F: +2, R: +6, W: +3 | Init: +6 | Perc: +7, SM: +3 | Active conditions: none

Diplomacy Aid: 1d20 + 0 ⇒ (7) + 0 = 7

"Work? Really? Oh, yah, of course. We can unload cargo..."

Liberty's Edge

Human Male Unch Rogue 5 | AC 18*/17 (T 16*/Fl 12) | hp 28/28 | Init +4 | Fort +1 Ref +8 Will +2 | Perception +9 | Wands: CLW (44) | Mage Armour (44) | Bless Weapon (44) | Conditions: *Combat Expertise; Armor (AC 20*);

Bishop takes the cue from Mr. Peppers and walks in tow with leaving the slyph to work on dealing with the dock official and the ship's cargo master.

Sovereign Court

Indara shakes her head at Sirettis. "These matters are none of your concern. If you're here to assist with the cargo, stay out of my way." Sirettis senses that Indara won't help nor hinder the party's goals currently.

Galdeph smiles at the group's apparent eagerness to help. "A checklist, you say? You'd have to see the captain about that, but he's not here right now. He left a while ago, locked his cabin shut and all. As first mate, I'm in charge while he's out!"

Sovereign Court

Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

"As you wish, Indara. Good luck!" She giggles and turns away. "Don't worry Galdeph, we'll take care of the cargo. Maybe she'll lower the fee a bit!" Sirettis turns away, expecting Galdeph to waste Indara's time.

Liberty's Edge

Human Male Unch Rogue 5 | AC 18*/17 (T 16*/Fl 12) | hp 28/28 | Init +4 | Fort +1 Ref +8 Will +2 | Perception +9 | Wands: CLW (44) | Mage Armour (44) | Bless Weapon (44) | Conditions: *Combat Expertise; Armor (AC 20*);

Aboard the ship he hears the customs officer tell Sirettis not so politely to get lost. Glad to have her back they make their way on board.

I'm going to try and use my knowledge of ships from the time I was enslaved on one to determine where the captain's quarters might be

profession (sailor) unskilled: 1d20 + 1 ⇒ (5) + 1 = 6

He looks around lost and wonders where to go. Although Bishop was a slave aboard a ship it never did allow him have much chance to explore the vessel so he looks about lost as where the captain's quarters could be.

"Find me the captain's quarters I'll take care of the rest."

Dark Archive

[Kineticist 10] HP: 93/93 (Overflow +10 temp HP), AC 18/T15/FF14, Fort+12, Ref+12, Will+5, Init +14 (+15 with overflow), speed 30ft, Perception +12, low light vision.
Current burn 3:
30 NL, (15% to ignore SA & crits.)

"That was some smooth dealings, SIrettis-san."

D. inspects the ship's immediate surroundings.
Take 10 for 16 on perception.

Sovereign Court

Granted access to the ship to "assist with the cargo," Bishop and D locate a fancy wooden door on the third deck with a white lightning bolt on it. With Bishop's knowledge of ships similar to the Blue Dragon's Bite, he's able to conclude that the door must be the entrance to the captain's cabin. As Galdeph had told you, however, it's locked tight.

The Concordance

Male Elf Arcanist 11 HP: 68/68 Temp HP:? AC: 13(17) FF:10 T:13 F:+10 R:+11 W:+12 (Remaining Spells: 1st: 6/6, 2nd: 6/6, 3rd: 5/5, 4th: 5/5, 5th: 4/4, Arcana: 11/17) Effects: False Life, Overland Flight

"I know its a long shot, but let me check quickly to see if any magic is present. That lightning bolt raises the hair on the back of my neck. After that its up to you Bishop, we look forward to witnessing your skills."

Mr Peppers will speak some words in Elven followed by a quick hand gesture and study the door followed by the area nearby.

Spellcraft DC15:
Detect Magic
Knowledge: Arcana if necessary: 1d20 + 8 ⇒ (1) + 8 = 9

Sovereign Court

After his incantation, Mr. Peppers does not sense anything magical about the door or the area surrounding it.

Liberty's Edge

Human Male Unch Rogue 5 | AC 18*/17 (T 16*/Fl 12) | hp 28/28 | Init +4 | Fort +1 Ref +8 Will +2 | Perception +9 | Wands: CLW (44) | Mage Armour (44) | Bless Weapon (44) | Conditions: *Combat Expertise; Armor (AC 20*);

"Alright let me see how well this captain treasures his belongings. Keep an eye out for any unsuspected visitors."

Reaching into his robes he takes out a leather rolled case. Placing it to the ground he looks at the lock and decides what tools will work best. Before picking the lock he looks over the door for any signs that tampering it will bring on an undesired surprise.

Perception (Trapfinding): 1d20 + 6 ⇒ (16) + 6 = 22
Disable Device (Open Lock): 1d20 + 9 ⇒ (16) + 9 = 25

Sovereign Court

Excellent rolls! That could have gone... Poorly. :)

After ensuring the door and the lock are devoid of traps, Bishop carefully prods at the lock with his tools as the others keep watch. After only 1d20 ⇒ 14 seconds, he's able to move each pin into place, and the lock opens with a soft click with no nearby dockworkers the wiser.

The door opens to reveal a quaint cabin, rather modest for the captain of a ship, but with comfortable chairs nonetheless.

On top of the captain's desk sits a collection of shipping documents including the cargo manifest. An examination of the documents reveals that the part of the shipment consists of the Aspis drug, called whip, confirming the smuggling Magali Delroya had written of in her letter.

Grand Lodge

Female Dwarf Cleric 4 (HP 28/28) | AC:19 | T:12 | FF:17 | cmd:15 | Fort +6 | Ref +4 | Will +10 | Init. +6 | Perc:+7; Darkvision 60ft | Speed 20ft | Channels: 5/5 | Status: N/A

Begrilda follows the others to the captain's quarters and frowns as they find that the door is, indeed, locked tight. "Well boulders! How do you suppose we'll--- ah!" The dwarfess gasps as Bishop produces his tools and swiftly disables the lock. "Mr. Bishop! I don't believe that's legal strictly speaking. I know it's for the cause of stopping the shipment of this foul drug, but surely we Pathfinders are more than common criminals! Oh...well it seems the time for such sentiments is past."

Once the group has retrieved the manifest, Begrilda swiftly makes her way off the ship, though she does stop to pick up a small barrel and carry it off the ship. "Well we did say we were going to help offload the ship, didn't we? And a lady of Bolka always keeps her vows," she explains to no one in particular.

Sovereign Court

Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |
Sir D. Arthraven wrote:
"That was some smooth dealings, SIrettis-san."

"Manipulation is one of my strong suits. I have a knack for it..." Sirettis s grin fades away. "The First Mate should see me in a good light for an hour or so. The inspector is neutral, but I don't think anyone will notice us."

"Did we get access to the captain's cabin?" Someone indicates Bishop's work. "Ah. I'll wait."

Grand Lodge

Male Undine Bolt Ace (Gunslinger) 1 HP: 1/10 | AC: 16 (14 Tch, 12 Fl) | CMD: 14 | F: +2, R: +6, W: +3 | Init: +6 | Perc: +7, SM: +3 | Active conditions: none

"We have what we need. Let's get out of here... of course, we better finish unloading first, so we don't raise any suspicions."

Sovereign Court

As always, tell me if I'm moving too fast.

With the incriminating documents in hand, you head past Galdeph and the inspector and down the gangplank, an empty barrel in some of your hands as you pretend to help move the cargo. As you pass her, you overhear the inspector as she continues to press Galdeph for the correct customs fees and for a better description of what he's trying to offload.

You have completion for the second task at this point. You can tackle the meeting at Oyster or head for the drug alchemist next, but only one of them is required.

Sovereign Court

Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

"I know I would have an easier time disrupting the meeting, but I do understand if you wish to defeat the dealer. I believe I will be useful for both tasks."

Sirettis would prefer to stay social, but I'm good with either.

The Concordance

Male Elf Arcanist 11 HP: 68/68 Temp HP:? AC: 13(17) FF:10 T:13 F:+10 R:+11 W:+12 (Remaining Spells: 1st: 6/6, 2nd: 6/6, 3rd: 5/5, 4th: 5/5, 5th: 4/4, Arcana: 11/17) Effects: False Life, Overland Flight

"Great work there, Sirettis and Bishop especially. I thought we were going to skip this task but I guess it was right there in front of us. But as the note reads we should only complete 2 so we don't arouse suspicions. We now have a moral dilemma. Help keep this turn coat's cover or stop the source of this drug once and for all. For me the choice is simple, stop this alchemist from destroying the lives of many innocents. This aspis agent could be valuable to the society but you can't place that value over the lives of so many innocents. I say we confront this drug maker and let the meeting take place as scheduled." Mr Peppers seems to have made his mind up quite quickly and firmly on this issue.

Liberty's Edge

Human Male Unch Rogue 5 | AC 18*/17 (T 16*/Fl 12) | hp 28/28 | Init +4 | Fort +1 Ref +8 Will +2 | Perception +9 | Wands: CLW (44) | Mage Armour (44) | Bless Weapon (44) | Conditions: *Combat Expertise; Armor (AC 20*);

hehe cross post with Peppers but I agree with your insights

"I agree the dealer should be taken care of first." he stops the group for a moment as soon as they have moved far enough away from the ship."I'm the new one here but I don't like this. Trusting this Magali Delroya doesn't make any sense. She knew what she was getting into when she joined the Aspis. Now she decides to turn on them because of morals. No I say let her be found. It's more important to stop this alchemist from creating any more of this drug."

Dark Archive

[Kineticist 10] HP: 93/93 (Overflow +10 temp HP), AC 18/T15/FF14, Fort+12, Ref+12, Will+5, Init +14 (+15 with overflow), speed 30ft, Perception +12, low light vision.
Current burn 3:
30 NL, (15% to ignore SA & crits.)

Oh, what would be the most dark sided answer....hmm..

"Hmm....while i prefer tasks to be accomplished, a drug dealer could cause more trouble to our employers than is needed."

I'm guessing we'll fail objective 1. :)
The good old choice wheel. If i were my renegade from Mass Effect, i'd finish the mission, and deal with the drug dealer later.

Grand Lodge

Female Dwarf Cleric 4 (HP 28/28) | AC:19 | T:12 | FF:17 | cmd:15 | Fort +6 | Ref +4 | Will +10 | Init. +6 | Perc:+7; Darkvision 60ft | Speed 20ft | Channels: 5/5 | Status: N/A

Begrilda's brow furrows in concentration as she considers the options before the group. On one hand, a woman's life might be at stake if her former employer discovers her betrayal, and the woman could be a valuable ally for the Pathfinders. On the other hand, if this alchemist was not stopped, there would be no telling how many lives he might destroy with his drugs. The decision is a difficult one, but, ultimately, the wisdom of the group prevails and she concedes to their greater experience. "It's a hard thing to leave a woman to the mercies of those she turned on for the good of others, but I agree, we must deal with this Laszo person. Perhaps, if we apprehend him, we can turn his talents to something more constructive."

Forever the optimist, poor foolish Begrilda. Doesn't she know she's a murder-hobo now?Haha

Sovereign Court

You're only supposed to complete two objectives, so you won't fail anything by not interrupting the meeting as long as you do succeed at the drug dealer objective, since it takes place later in the day than the meeting.

After several hours of searching, the clock tower bell sounds as the sun begins to set in Diobel.

Delroya's directions lead to an isolated alley in the Bristles, and then down into the sewers beneath Diobel. The stench of sewage mixes with the sharper odors of chemical fumes and decay and permeates the damp tunnels.

From this intersection, tunnels lead west and south into the darkness. A third tunnel heading east is filled with detritus, filthy beddings, food scraps, broken glass, and rotting furniture. An alcove lies beyond a collapsed portion of the tunnel's southern wall, and further east, a statue of a giant rat rests in the dead-end passage. Countless empty flasks and discarded alchemical ingredients lie on the floor around the statue. On a nearby workbench sit several organized but empty flasks and jars.

Knowledge Religion (DC 18):

The statue of a rat depicts Hanspur, a lesser-known deity of waterways and smugglers.

From where you stand, you can see two filthy decrepit humans leaning against the sewer walls. They groan as they struggle to move, empty glass vials surrounding the floor near them, but are so long gone that they don't notice the presence of the six unfamiliar people now in the sewers.

A disgusting human with lesions and boils on his skin stands near the workbench. He looks back at you as you arrive, then says nothing and continues feverishly working, dosing his subjects, and scratching his boils. A glowing beetle crawls around under a pipe next to him.

Map updated

Liberty's Edge

Human Male Unch Rogue 5 | AC 18*/17 (T 16*/Fl 12) | hp 28/28 | Init +4 | Fort +1 Ref +8 Will +2 | Perception +9 | Wands: CLW (44) | Mage Armour (44) | Bless Weapon (44) | Conditions: *Combat Expertise; Armor (AC 20*);

"I take it you are Laszo the alchemist? The Consortium asked us to come down and inquire in person about asking for more product. We were able to get another ship heading south to Katapesh, but we only have two days before it sails out. The bosses were saying you could do it or that you might have some more product about." Bishop starts to slowly approach Laszo.

bluff: 1d20 + 5 ⇒ (18) + 5 = 23

Sovereign Court

Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

Sirettis stays quiet as the group chooses the next avenue. Bishop's conversation with the man seems so natural, even if it's false- probably.

"Laszo is a genius. I'm certain he keeps more equipment nearby."

Bluff(Aid): 1d20 + 6 ⇒ (3) + 6 = 9

Isa chirps mockingly, breaking Sirettis's concentration.

The Concordance

Male Elf Arcanist 11 HP: 68/68 Temp HP:? AC: 13(17) FF:10 T:13 F:+10 R:+11 W:+12 (Remaining Spells: 1st: 6/6, 2nd: 6/6, 3rd: 5/5, 4th: 5/5, 5th: 4/4, Arcana: 11/17) Effects: False Life, Overland Flight

"I expect things to get dangerous once we head down out of the street lights, be prepared." As the group heads down Mr Peppers will pull out a stout wooden wand from his belt and speak a Dwarven word as he touches it to his chest. A faint glowing chain shirt then appears across his chest and melds into nothingness, disappearing with a twinkle of light.

Knowledge: Religion: 1d20 + 7 ⇒ (10) + 7 = 17 "I swear I've seen this statue somewhere before in a book.. its on the tip of my tongue but I just can't seem to find the word! I'll make a note of it for later to check on."

Seeing all of the 'victims' down here gives Mr Peppers the chills. He's pretty sure he knows what Bishop is getting at but for now he chooses to stay silent to see how things progress. He mostly just looks around the room for avenues of escape and hiding foes, but he can't get his mind off that damned statue... Perception: 1d20 + 2 ⇒ (2) + 2 = 4

Liberty's Edge

Human Male Unch Rogue 5 | AC 18*/17 (T 16*/Fl 12) | hp 28/28 | Init +4 | Fort +1 Ref +8 Will +2 | Perception +9 | Wands: CLW (44) | Mage Armour (44) | Bless Weapon (44) | Conditions: *Combat Expertise; Armor (AC 20*);

where is that dwarf pr?!!?? heheh

Sovereign Court

Sense Motive: 1d20 + 8 ⇒ (13) + 8 = 21

Mr. Peppers' examination around the tunnels is too brief to turn up anything of value or interest.

Laszo looks up for a moment as Bishop feeds him some lies. "Yer with the Consortium? You don't look like agents... Agents should know I don't like visitors!" He seems to be getting agitated.

"I got the best of the best stuff right here... fresh and crisp, they won't know what hit em. Hehehe..!" He holds a bottle up maniacally. "Got another dozen to go with it. You got the payment?"

Craft (alchemy) DC 14 or Perception DC 18:
The bottle does contain the drug whip, but it appears to be the refined variety.

I'd like to note that the raw sewer water (see map) is filthy and entering the water itself, although only 2 feet deep, may cause something bad to happen. Feel free to move your token appropriately for now to avoid it.

Liberty's Edge

Human Male Unch Rogue 5 | AC 18*/17 (T 16*/Fl 12) | hp 28/28 | Init +4 | Fort +1 Ref +8 Will +2 | Perception +9 | Wands: CLW (44) | Mage Armour (44) | Bless Weapon (44) | Conditions: *Combat Expertise; Armor (AC 20*);

"I'm on my orders to come down here. It's not like we volunteered for it." he keeps moving towards Laszo motioning for the others to come. "We were hoping we could talk about that payment. The bosses failed to mention it...purposely I guess they trying to see if I got the stomach for this business." looking at the other occupants he makes an educated guess. "How many bodies do you need for that case?"

I want to be as close to Laszo as I can before I make the statement about the payment

perception: 1d20 + 5 ⇒ (3) + 5 = 8

Sovereign Court

Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Auran:
"That's the stuff, right? Looks kinda pretty. Don't look at me like that, it's barely better than the stuff they used to give ya."

"Ah, your sample is already refined. He is quite the alchemist, isn't that right?" She gives a nod to Bishop.

The Concordance

Male Elf Arcanist 11 HP: 68/68 Temp HP:? AC: 13(17) FF:10 T:13 F:+10 R:+11 W:+12 (Remaining Spells: 1st: 6/6, 2nd: 6/6, 3rd: 5/5, 4th: 5/5, 5th: 4/4, Arcana: 11/17) Effects: False Life, Overland Flight

Mr Pepper's face grimaces when he sees how disgusting the water is, not to mention everything else around here. Remembering the disease he caught on his first mission dealing with rats in sewers he decides to be proactive and moves around a corner onto dry land and pulls out an antiplague vial and drinks it down then mutters "Ugh that's awful, that better work! If I even catch a cold down here I'm getting my money back."

If things don't progress too quickly he'll follow that up with casting detect magic before moving back towards Laszo. Knowledge: Arcana if needed: 1d20 + 8 ⇒ (20) + 8 = 28

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