#7-21: The Sun Orchid Scheme, with GM Pendrak (Inactive)

Game Master Pendrak

A Pathfinder Society Scenario designed for levels 1–5.

With the power to vastly extend life, the sun orchid elixir is one of the most prized items in the Inner Sea—and as a result one of the most dangerous to transport. After his shipments of sun orchid elixir vanished without a trace two years in a row, the ruler of Pashow is desperate to ensure that his next delivery goes off without a hitch. In order to test its security, Pashow has hired a team of Pathfinders to execute their finest heist and test the convoy’s defenses. Are the PCs up to the challenge?

Content in “The Sun Orchid Scheme” also contributes directly to the ongoing storyline of the Sovereign Court faction.

Written by Nicholas Wasko.


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Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Aspenthar, Thuvia

The salty air of Aspenthar’s port yields to delicate perfumes and incense as a servant leads the way into an elegant townhouse. Another servant serves tea in Tian porcelain, offering the first cup to Lady Gloriana Morilla and the second to a regal woman wearing a colorful headscarf and a striking gold necklace.

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

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

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

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

KNOWLEDGE (GEOGRAPHY) OR KNOWLEDGE (HISTORY) Based on the results of a Knowledge (geography) or Knowledge (history) check, the PCs might know more about the nation of Thuvia. Each PC recalls all of the information whose DC is less than or equal to the result of her check.

10+:
Much of Thuvia’s land is desert. Its civilization revolves around the five allied city-states that control the sale of sun orchid elixir.

15+:
Pashow is the smallest of Thuvia’s city-states, and its people rely on their magical aptitude to compensate for the barren environment.

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

KNOWLEDGE (LOCAL) OR KNOWLEDGE (NOBILITY) Based on the results of a Knowledge (local) or Knowledge (nobility) check, the PCs might know more about Thuvia’s leaders and the importance of the sun orchid elixir in the nation’s identity. Each PC recalls all of the information whose DC is less than or equal to the result of her check. Members of the Sovereign Court faction have sufficient understanding of the political climate that they can attempt this check as if they were trained in the skill and gain a +2 circumstance bonus.

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

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

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

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

Go ahead and make any appropriate Knowledge checks, and feel free to ask any questions of either Gloriana or Ziralia.

Sovereign Court

Male NG Ulfen (shaven) Barbarian 2 / Fighter 4 (Siegebreaker) / Ulfen Guard 3 - Init. +2, Senses Normal Vision Perception +13, AC 25/ touch 12/ ff 25; CMD 29 (33 vs. Grapple, 31 vs. Bull Rush/Overrun/Sunder/Trip); hp 97/97 Temp 2/2, F+15, R+6, W+8, Speed 40 ft. | Armored Vigor: 7/7 Rage: 14/14 | Buffs: [b][/b]

Knowledge Nobility, Sovereign Court: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29

"Lady Ziralia, enchanted to make your acquaintance," says Zzorn, bowing and kissing her hand. "Visbaron Zzorn Eilif at your service. Lady Morilla, always a pleasure. Many thanks for granting us the opportunity to serve in one of your numerous noble causes. We are at your disposal." He bows to both ladies, before taking a glass of wine from a servant.

Seating himself in a comfortable reading chair, he continues, "If I understand, Emir Guldis has built the convoys and trained the guards, but you, Lady Ziralia, have been tasked by the Emir to test his defenses yes? do you think, perchance, that the Emir could plan to use you as a scapegoat if the real shipment goes awry, down the road? what of your father, Milady? would he not desire to see the Emir humiliated and see him fail? if you wish for Pashow's continuous independence, I believe we must make this ambush truly successful so as to provide the Emir real intelligence on improving his capabilities, but I also believe that we should make sure the Emir's guards do not count spies in your father's employ. Such moles would undo any efforts we yield, come the time for the real shipment. My humble opinion, of course, Milady."


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Lady Glorianna Morilla smiles, seemingly pleased that one of her own is driving the questioning.

Lady Ziralia's look is more of perceptive concern, and she sighs.

“Yes, Emir Guldis has hired us to test the defenses he has arranged. You are correct that we want the heist to be as successful as possible.

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

Insofar as ulterior motives, be they the Emir's, or my father's... it is a delicate matter. If you prove your ability to exercise discretion and subtlety during the tasks I have laid before you, perhaps we can discuss the situation.”

Also, I wanted to add a few pictures to give you a better visual of the situation.

Lady Ziralia

Lady Morilla

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

Knowledge (nobility): 1d20 + 1 ⇒ (5) + 1 = 6

Pai bows her head respectfully toward each woman as she addresses them.
"Lady Morilla. Lady Ziralia. We are honored to serve you. You say they will employ constructs, illusions, traps, soldiers, trained animals...Is there anything they're unlikely to use?"


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

"They've spared no expense.", says Lady Ziralia. "Expect anything. It's really up to you to find out where the holes in their defenses are, so that when the actual sun orchid elixir is transported, it will get to it's destination safely."

Sovereign Court

Male Kitsune Swashbuckler (Flying Blade) 3| HP: 22/28 | AC: 19 | T: 15 | FF: 14 | CMD: 18| Fort: +3 | Ref: +8 | Will: +2 | Init: +8 | Perc: +6, Low-light vision | Sense Motive: +0 | Panache: 3/3

"Greetings one and all! It is I, Tanto Kawaterru!" With a flourish, the lightly armoured foxlike figure strides into the room, fashionably late for the briefing.

Half a dozen pointy daggers arranged around his waist, the amber-eyed kitsune flicks his tail up before taking his place with the others, giving a quick bow to his faction leader, Lady Morilla. "M'lady, always a pleasure...and m'lady, I'm sure that It'll be a pleasure with you as well!", he gives Lady Ziralia a similar bow, before settling in.

"I assume we've got the initial questions covered? We're to be bandits then? Shoe on the other foot and all that! Throw in a little spy business as well! Thrilling I'm sure!"


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Lady Morilla grins and gestures a hand to one side in front of Lay Ziralia, "Don't worry, this is another of ours."

Lady Ziralia frowns. "Lady Morilla, this is a stealth and infiltration mission. You must forgive me, but I doubt the Emir has any fox-folk in his employ."

Lady Morilla smiles more broadly. "Oh, Tanto can take many forms. Can't you?"


”Yoon” | female CG human pyrokineticist 1 | HP 15/15 nonlethal damage: 0 | AC 16, T 14, FF 13 | CMB –2 CMD 11 | F +5 R +5 W +1 (+2 vs. fear) | Init +3 | Perc +5 SM +1 | Speed 20ft | burn 0/6 | Active Conditions: None

A litte quite girl that has not even reached puberty yet is listening to the discussion with a stern look on your face. That children are allowed to join the Society is news to many.

She suddenly speaks up.

"Hellloooo, I have not even introduced myself! So before you start asking. No, I am not lost here. No, I am not the daughter of a fellow Pathfinder. No, I will ... oh ... yes, I will hide in the back! And then burn them to ashes! Ha, ha, ha ..." Yoon says laughing.

"I am Yoon! Nice meeting you! And yes, my life was tragic ... this question always goes on my nerves so let us get over it. My short life has been filled with tragedy and adventure. Hailing from Minkai’s Oda province in distance Tian Xia, I lost my mother at the age of five. FIVE!" and tears are visible in her eyes.

"Then, just before my eighth birthday, my father and grandmother took me to Oda for a fireworks festival that honored Desna. As the fireworks faded, though, I saw flames shooting from the building where my father had gone to meet with fellow Desnan dissidents, who were unhappy with Minkai’s harsh imperial regency.
Just when the imperial soldiers moved to cut them down, my grandmother unleashed her pyrokinetic power to allow me to escape."
and now she is really crying but gets a grip on herself.

"And now ... now I need to control my own powers. And this is my first mission by the way so I will follow you, ok?!"

Sovereign Court

Male NG Ulfen (shaven) Barbarian 2 / Fighter 4 (Siegebreaker) / Ulfen Guard 3 - Init. +2, Senses Normal Vision Perception +13, AC 25/ touch 12/ ff 25; CMD 29 (33 vs. Grapple, 31 vs. Bull Rush/Overrun/Sunder/Trip); hp 97/97 Temp 2/2, F+15, R+6, W+8, Speed 40 ft. | Armored Vigor: 7/7 Rage: 14/14 | Buffs: [b][/b]

Zzorn appears stunned at the inclusion of a child in this mission, and gives a look of concern to Lady Morilla. He quickly recovers however, in order not to put Lady Morilla in an embarrassing situation.

"Child, I am sorry for your loss," says Zzorn, rising to put a hand on Yoon's shoulder.

Turning to the other, he adds, "The child's words brings up an interesting question: what are the rules of engagement for this test upon the Emir's guards? surely loss of life is not to be risked yes? should we adapt our tactics to fight in a nonlethal manner, or should we spill real blood and trust you will have clerics at the ready to stabilize the fallen? even the idea of inflicting real wounds to innocent guards in a temporary manner with the knowledge of future healing does not rest easy in my stomach..."

Sovereign Court

Male Kitsune Swashbuckler (Flying Blade) 3| HP: 22/28 | AC: 19 | T: 15 | FF: 14 | CMD: 18| Fort: +3 | Ref: +8 | Will: +2 | Init: +8 | Perc: +6, Low-light vision | Sense Motive: +0 | Panache: 3/3

As Lady Ziralia expresses her concern at the presence of a fox in their midst, Tanto quickly appears to turn into a human, a handsome young man with long flowing red hair, but the same amber-hued eyes. With another bow, he again addresses the ladies. "Well, not many forms but two to be sure. Does this please you more m'lady?", he winks.

Tanto also seems a bit concerned at the presence of the young girl, but is clearly touched by her story. "Oh no, child! What a heartbreaking story...but really why would you put yourself at risk on these sort of missions? You should be out playing with the others your age...but don't worry, we'll keep eye our for you if you insist on coming along."


”Yoon” | female CG human pyrokineticist 1 | HP 15/15 nonlethal damage: 0 | AC 16, T 14, FF 13 | CMB –2 CMD 11 | F +5 R +5 W +1 (+2 vs. fear) | Init +3 | Perc +5 SM +1 | Speed 20ft | burn 0/6 | Active Conditions: None

She smiles and looks at Zzorn and Tanto.

“Oh that is very kind of you to look after me! And I promise not to kill anything with my fire! And how I became a Pathfinder is a story to tell when I have heard your stories! After all you are the heroes and I the child. “ she says with a smirk.

She looks at Lady Morilla „I know that you were reluctant to admit me to this mission but I promise to behave and follow orders!“

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Knowledge (history): 1d20 + 6 ⇒ (5) + 6 = 11

"Do not apologize for your youth. In fact, it may be useful in our endeavor."

The unassuming holy man bows to the ladies, "Peace be unto you. I am Huni." He takes a seat and some tea. "The secrecy and politics give me some concern, but the mission itself seems simple enough. We are to steal the sun orchid elixer, then report back on how we were able to do so. Yes?"

"From what you have said, the guards have finished their training or are nearly done. It would be best if we could get some if not all of us assigned to guard the caravan." He doubts that will be an available option, but still.

"The wagons themselves are not quite yet finished being built? It might be possible to impair them to our benefit."

Huni considers for a moment. "Do you have the route they will take? Also, you oversee the security, but do not know the security measures themselves?"


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Lady Morilla raises an eyebrow, and looks over at Zzorn, sharing his concern discretely. "The society has always helped those in need. Yoon is a reservoir for great power, and we feel it is our duty to make sure that power is used towards the goals of learning and justice. So, yes, she will be going with you. Treat her like you would any other Pathfinder. I know she will learn well from your example, and perhaps she can even join us in our more private goals." She looks at Zzorn and Tanto pointedly.

Lady Ziralia smiles kindly at Lady Morilla, and continues answering questions, looking over at Zzorn. " “I’ve recruited Abadaran priests to stabilize any guards who are critically wounded during your operations, so using force is permitted. I would ask that you refrain from excessively lethal tactics, however, as it would be best for this exercise to proceed without casualties. That being said, I strongly advise against trying to simply overpower the guards. You are likely to find yourselves outnumbered. If you can complete the mission without any violence, all the better.”

She turns to the holy man. "You will need to learn the convoy’s route through the desert in order to find the best place for an ambush. I imagine Guldis’s navigators will debrief the convoy’s escorts before the practice run, so spying on the guard barracks will help you plan your attack.”

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

She seems to carefully look over the gathered group, a rag-tag bunch by any account, as if she might have her doubts.

"Both sites are preoccupied with preparations, so anything could happen. Your most likely obstacles are traps protecting the officers’ notes and guards interfering with your surveillance. My advice is to either blend into the background or make a positive impression; overseers are more likely to scrutinize a nuisance than someone they enjoy. Also, watch out for anyone else spying on the operation; with so much at stake, we can’t afford to miss any foul play for the sake of our own heist.”

She laughs briefly and quietly, and continues.

"You could try to sabotage the wagon... if you can call it that ... transport would be a better word ...before it sets out, but the key is that we want to fully access where there might be gaps in their defenses. So we don't want them to just cancel the trip."


”Yoon” | female CG human pyrokineticist 1 | HP 15/15 nonlethal damage: 0 | AC 16, T 14, FF 13 | CMB –2 CMD 11 | F +5 R +5 W +1 (+2 vs. fear) | Init +3 | Perc +5 SM +1 | Speed 20ft | burn 0/6 | Active Conditions: None
GM Pendrak wrote:
Lady Morilla raises an eyebrow, and looks over at Zzorn, sharing his concern discretely. "The society has always helped those in need. Yoon is a reservoir for great power, and we feel it is our duty to make sure that power is used towards the goals of learning and justice. So, yes, she will be going with you. Treat her like you would any other Pathfinder. I know she will learn well from your example, and perhaps she can even join us in our more private goals." She looks at Zzorn and Tanto pointedly.

Yoon blushes after these words and it becomes obvious that it means something to her that Lady Morilla wants to see her grow ... for someone without parental guidance these are rare moments.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Ziralia seems to think for a moment, and then resumes talking, "I should mention that his is a trial run, so a less powerful elixir will stand in for the sun orchid elixir during this exercise. If you successfully locate and steal the mock elixir, however, you may keep it. Your payment will also be based on your performance, so please take this exercise seriously.”

“The Emir himself sanctioned this heist, so no one involved will be breaking the law. If Guldis’s men imprison you, I will ensure you are released, but being captured will not reflect well on your performance in this exercise, or on my trust in you.”

Lady Morilla daintily sets down her teacup, and stands gracefully. "Well then," she says, straightening her skirts, "I can't imagine any other information Lady Ziralia could have for you. Off you go." She smiles, and gently gestures towards the door.

Lady Ziralia smiles and says, "Don't be so impatient Gloriana, one of them hasn't even had a chance to speak.

Sovereign Court faction members:
Before the PCs depart for Pashow, Lady Gloriana summons any members of the Sovereign Court faction (which I believe would just be Zzorn and Tanto) to a secret meeting. Gloriana sees Zinlo as a rising star in Inner Sea politics, and believes helping his daughter offers an opportunity to learn more about the ambitious prince. She asks the PCs to collect information pertaining to Zinlo’s associates and political machinations while they participate in Ziralia’s heist.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

Pai waves cheerily at Yoon. "Oooh! Another kineticist! I've never met another one before! We'll have to compare notes. By the way, Yoon and I could pretend to be someone's kids, if we disguise ourselves so we look more alike. Maybe a 'Bring your daughter to work day' sort of thing? Then we could go off and play and no one would think we were really spying, just playing. Do you think that could work?"


”Yoon” | female CG human pyrokineticist 1 | HP 15/15 nonlethal damage: 0 | AC 16, T 14, FF 13 | CMB –2 CMD 11 | F +5 R +5 W +1 (+2 vs. fear) | Init +3 | Perc +5 SM +1 | Speed 20ft | burn 0/6 | Active Conditions: None

„I am not a very good actor but that seems like a good idea Pai!“ Yoon says shyly.

"Thank you for all the information Lady Morilla and Lady Ziralia! We will surely be very stealthy! Well ... I hope ..." she says and looks not so sure about that.

She looks at Lady Morilla and Lady Ziralia and continues "I just want to make sure that you really want us to build two teams and divide our forces between the two sites to cover more ground. Well, I heard that Pathfinders are usually good because they stick together, right?"


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

"Yes, you're right Yoon, it is usually a good rule not to split the party. But in this case, it sounds like time isn't on our side, and we can't be in two places at once. But, after all, how you conduct the mission is entirely up to you."

Lady Gloriana smiles brightly at the young kineticist, and then turns to the other kineticist. "Yes, that might work, they're unlikely to pay much notice to a child if they think they're supposed to be there, especially if they're supposed to be children of one of the supervisors, or noble children."

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Huni turns to his teammates as the two ladies take their leave. "I am eager to help, but I am not skilled at sneaking or lying."


”Yoon” | female CG human pyrokineticist 1 | HP 15/15 nonlethal damage: 0 | AC 16, T 14, FF 13 | CMB –2 CMD 11 | F +5 R +5 W +1 (+2 vs. fear) | Init +3 | Perc +5 SM +1 | Speed 20ft | burn 0/6 | Active Conditions: None

“Okaaay, now that I know you all a little better I want to introduce you to my dear companion and mighty ally! The man in my life that has never let me down: Gom-Gom, my stuffed owlbear!“ Yoon says giggling.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

"Ha! That's awesome! I used to have a stuffed owlbear when I was little. Well, littler."


”Yoon” | female CG human pyrokineticist 1 | HP 15/15 nonlethal damage: 0 | AC 16, T 14, FF 13 | CMB –2 CMD 11 | F +5 R +5 W +1 (+2 vs. fear) | Init +3 | Perc +5 SM +1 | Speed 20ft | burn 0/6 | Active Conditions: None
Pai Shecks wrote:
"Ha! That's awesome! I used to have a stuffed owlbear when I was little. Well, littler."

Yoon is giggling because of Pai's comment but then her face shows signs of insecurity. "But ... but I cannot share Gom-Gom with you! He ... he is very attached to me!"

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

"No! No, that's okay. I don't want your owlbear. It just reminds me of my old one. That's all."

Sovereign Court

Male NG Ulfen (shaven) Barbarian 2 / Fighter 4 (Siegebreaker) / Ulfen Guard 3 - Init. +2, Senses Normal Vision Perception +13, AC 25/ touch 12/ ff 25; CMD 29 (33 vs. Grapple, 31 vs. Bull Rush/Overrun/Sunder/Trip); hp 97/97 Temp 2/2, F+15, R+6, W+8, Speed 40 ft. | Armored Vigor: 7/7 Rage: 14/14 | Buffs: [b][/b]

Over the next three days, Zzorn observes the workplace from afar, using city walls or noble mansion masonry as cover.

Climb: 1d20 + 9 ⇒ (9) + 9 = 18

Climb: 1d20 + 9 ⇒ (12) + 9 = 21

Climb: 1d20 + 9 ⇒ (5) + 9 = 14

The Exchange

Male NG Human (Varisian) Ranger 12 uc rogue 6/figther (mobile) 1 initiative +6 bmc 4 dmc +20 ts fort +4 ref +11 will +4 pg 45/45 ac 21 flat 19 touch 17 | Speed 30ft | [/ooc] | Spells: 1st 3/3 2nd: 3/3 3rd 2/2 | [ooc]Active conditions: None.

Hello partners!! I am sorry for the delay. Urgent family matters have taken me out of the Society for a while and I have been assigned this mission recently. If you were so kind to indicate my mission. By the way, my skills are exploration and locks. If necessary, my lance can also help.


”Yoon” | female CG human pyrokineticist 1 | HP 15/15 nonlethal damage: 0 | AC 16, T 14, FF 13 | CMB –2 CMD 11 | F +5 R +5 W +1 (+2 vs. fear) | Init +3 | Perc +5 SM +1 | Speed 20ft | burn 0/6 | Active Conditions: None

"Yohoooo!!! Usually I am late! But not this time! a little child starts to cry out.

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Huni arrives at the workshop to oversee the last of the enchantments being worked into the cart to make sure that they work well together and lose none of their efficacy. He also confers with the engineers to confirm the cart's proper construction.

Sovereign Court

Male NG Ulfen (shaven) Barbarian 2 / Fighter 4 (Siegebreaker) / Ulfen Guard 3 - Init. +2, Senses Normal Vision Perception +13, AC 25/ touch 12/ ff 25; CMD 29 (33 vs. Grapple, 31 vs. Bull Rush/Overrun/Sunder/Trip); hp 97/97 Temp 2/2, F+15, R+6, W+8, Speed 40 ft. | Armored Vigor: 7/7 Rage: 14/14 | Buffs: [b][/b]

Zzorn inspects the premises on the first day, accompanied by a guard. He insists on the grand tour, and says that he will have a to write an in-depth report to other key investors after his 3-day trip is concluded. He tells the guards to describe everything in the utmost of details.


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Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

After concluding their business in Aspenthar, the Pathfinders undertake a long journey across the desert, traveling with the camel caravans, until they finally arrive in Pashow, in southern Thuvia. It is a large town, but the smallest of the Thuvian city states, and the most vulnerable. The adventurers divide into two groups and make their way to their respective targets.

The Workshop, Day One:

Building the transport requires dozens of engineers, spellcasters, and laborers. Each build team designs only one discrete portion of the transport, preventing anyone but the overseers from seeing the complete layout and learning its secrets.

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

The Emir’s artificers spend the first day completing the transport’s interior. Many of the transport’s walls and floors were constructed on a previous day, but they have not been fitted together. Some of the artificers focus their efforts on assembling the walls into a finished structure, while others construct and animate the altar to hold fake vials of sun orchid elixir.

As a potential investor, Zzorn is given a full tour. He is able to identify the characteristics of the animated altar that guards the elixirs. He also notices that Temeera ordered a few of the workers to take turns walking around the transport’s interior in circles for some unknown reason.


AC 14, touch 10, flat-footed 14 (+4 natural)
hp 36 (3d10+20)
Fort +1, Ref +1, Will –4
SQ construction points (additional attack, trip)
Defensive Abilities hardness 5; Immune construct traits

Huni’s day doesn’t go so well.

Spoiler:

1d3 ⇒ 1

Meanwhile, Tanto is able to discover a secret, lead-lined compartment in the transport’s back left corner, during his supervisory duties, which he points out to the others.

Perception checks
Huni: 1d20 + 3 ⇒ (11) + 3 = 14
Zzorn: 1d20 + 6 ⇒ (13) + 6 = 19
Tanto: 1d20 + 5 ⇒ (7) + 5 = 12

locate a small, inconspicuous “X” etched into a tile in the floor covering the secret chamber.

A soft-spoken woman named Temeera manages construction of the main chamber’s defenses. A scholar who studies magical constructs, the word is that Temeera loves to teach enthusiastic students, but often forgets to instruct her creations not to attack her pupils during a lesson. If anyone would like to interact with her more closely, it might be an opportunity to gain an advantage.

The Barracks, Day One:

The transport’s escorts reside in a single barracks, where they plan routes, train animals, and prepare for the harsh environment. Guldis’s penchant for teleporting elixir shipments left him with few veteran escorts, so Pashow’s current recruits are inexperienced. As a result, the senior officers are desperate for skilled fighters and take on any recruit who demonstrates talent in a required field.

The barracks is a sandstone complex with thick walls and few windows, designed to shelter trainees from prying eyes. Recruits share bunks in the easternmost building, adjacent to the officers’ quarters where the Emir’s appointed overseers supervise preparations.

The western building contains an armory and a mess hall, each guarded by more experienced sentries. The buildings surround a massive training field, where recruits spar and practice on dummies while wranglers train guard animals in the southeastern paddock.

The first day revolves around training the convoy’s guard animals. Handlers teach tricks to a pack of barely domesticated Thuvian desert dogs—vicious beasts native to the barren wasteland—while recruits learn tactics for fighting with them.

Yoon, during her time sneaking around, is able to pilfer 3 of the treats Ishyal uses to reward the desert dogs.

The PCs can throw a treat as a ranged touch attack targeting a dog’s square (AC 5). If the attack roll hits, the dog spends its first round eating the treat, unless it has already taken damage during the combat. Alternatively, a PC can use a dog treat as supplemental material component, which increases the DC of any enchantment spell that specifically targets animals by 2.

Pai notices the handlers shooing the dogs away from a crate of chocolate. It must be harmful to the dogs. Cargo manifests indicate that every crate containing chocolate shipped from Bloodcove and arrived in Aspenthar, where it received Prince Zinlo’s seal of approval before traveling to Pashow. At the end of the day, each worker at the barracks receives a small amount of chocolate as a reward for their dedicated work.

If the PCs wish, they can use the chocolate to poison the dogs during the encounter by throwing it along with a treat. A dog that eats a PC’s portion of chocolate gains the
sickened condition for 30 minutes.

Both Pai and Yoon are also able to learn all of the desert dogs’ command words and develop a rapport with the beasts.

These command words allow the PCs to direct the desert dogs’ actions with a successful DC 10 Handle Animal check.

Guldis’s beastmaster Ishyal oversees the stables and animal training regimens. A boisterous Qadiran woman covered with scars, Ishyal sees buildings as cages that prevent living souls from reaching their full potential, preferring to train guards and animals in the desert heat. Word is that most recruits avoid her around noon, but those who join her beneath the midday sun earn her favor.

Around noon, as most of the laborers and trainers make their way into the buildings for lunch, rest, and some relief from the blistering sun, Ishyal strides out into the yard again, loudly berating her charges, “You soft-skinned Thuvians can’t handle the sun? Ha! This is the best time of the day to work!” She laughs and goes about her business training the dogs.

Pai can choose to interact more closely with Ishyal during the noonday training if she wishes, though the sun is indeed hot. Huni, Zzorn, or Tanto can try to get in with Temeera, if they want to risk getting close to the animated altar.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Okay, the forums are giving me some issues tonight. The part in the workshop section below the perception checks should read: "Zzorn locates a small, inconspicuous “X” etched into a tile in the floor covering the secret chamber."

Huni's complication:

Temeera’s hawk familiar identifies a Huni as a potential spy.
Stealth: 1d20 + 2 ⇒ (3) + 2 = 5
Perception: 1d20 + 14 ⇒ (11) + 14 = 25

Huni will need to make a Stealth or Disguise check in order to keep the hawk off him the next day, to get any spying done.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

Pai will choose to stay out with Ishyal to try to learn more about the dogs and how they fight.

Sovereign Court

Male Kitsune Swashbuckler (Flying Blade) 3| HP: 22/28 | AC: 19 | T: 15 | FF: 14 | CMD: 18| Fort: +3 | Ref: +8 | Will: +2 | Init: +8 | Perc: +6, Low-light vision | Sense Motive: +0 | Panache: 3/3

I'm assuming the checks to talk to Temeera more at the Workshop on Day 1 may be more magical in nature, rather than social ones. If so, maybe Huni wants to try and chat to her...otherwise Tanto will talk to her as well, but would use Diplomacy instead.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Pai Shecks wrote:
Pai will choose to stay out with Ishyal to try to learn more about the dogs and how they fight.

Ishyal seems delightfully surprised that she has company in the noonday training yard. "By the satrap's beard! A gnome! Ha! Tougher than all of these grown humans. Cowards, afraid of a little sun, but not you. You and I will be friends, little one."

Training in the heat is exhausting. Pai needs to succeed on a DC 15 Fortitude save or be fatigued the next day.

Tanto Kawaterru wrote:
I'm assuming the checks to talk to Temeera more at the Workshop on Day 1 may be more magical in nature, rather than social ones. If so, maybe Huni wants to try and chat to her...otherwise Tanto will talk to her as well, but would use Diplomacy instead.

It's really more of a matter of just spending time around her, although with the construct it can be dangerous.

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Yes, Huni will spend time around Temeera if he can, though that hawk gives me some concern. Neither of those skills are good for him.

Stealth: 1d20 + 2 ⇒ (1) + 2 = 3 I told you, the dice roller hates me so I hate it back.

Sovereign Court

Male Kitsune Swashbuckler (Flying Blade) 3| HP: 22/28 | AC: 19 | T: 15 | FF: 14 | CMD: 18| Fort: +3 | Ref: +8 | Will: +2 | Init: +8 | Perc: +6, Low-light vision | Sense Motive: +0 | Panache: 3/3

Tanto, a wary eye on the magical altar, tries to spend some time with Temeera as well, striking up a conversation in his supervisory role. "So, ah Temeera, is it?" he smiles charmingly at the soft-spoken woman. "I've heard you've doing great work here. Your students speak highly of you, and the work you're doing with the defenses, quite impressive...I'd love to hear about what you're doing, it's fascinating!" Casting an eye across at the altar, he coughs. "Ah, you couldn't switch that thing off for a moment, could you?"

Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8 Oh dear, let's hope our pair of snake eyes don't screw this thing up and it really is just about dealing with the construct! :D


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Temeera is one of those people so focused in her work that if Brigh herself walked up and asked her a question she would at first just nod and say, "Mm-hmm." She is incredibly intelligent, a master at the construction of constructs. And eventually Tanto gets her talking.

"Oh, I'm just a simple craftswoman," says she, "Though I must admit that this is one of my finer works. When completed, it will be quite sophisticated. You see, the construct’s commands automatically designate any creature holding a glowing vial as the primary target,
and all other targets are ignored until the primary target is neutralized. Quite clever."

Huni and Tanto are able to get on her good side by serving as her gofor, but they are exposed at times to the flailing of the not-yet-finished construct.

Slam attacks:

Tanto: 1d20 + 5 ⇒ (17) + 5 = 221d6 + 2 ⇒ (5) + 2 = 7
Huni: 1d20 + 5 ⇒ (3) + 5 = 81d6 + 2 ⇒ (1) + 2 = 3

Early in the day, Huni manages to dodge a blow from the altar, but right after lunch, sluggish from a large meal of gyros and lentil soup, Tanto is unable to move quickly enough to avoid another of the slams.

Tanto takes 7 points of bludgeoning damage.

Final summary of Day 1:

Zzorn- Investor
Day 1- Knowledge (nobility) at the workshop = 20 = 1 success

Yoon- Thief
Day 1- Stealth at the barracks = 26 = 2 successes

Huni- Supervisor
Day 1- Sense Motive at the workshop = 13 + 2 (for aiding Temeera) = 15 = 1 success

Pai- Laborer
Day 1- Perception at the barracks = 25 + 2 (for impressing Ishyal) = 27 = 2 successes

Tanto- Supervisor/Guard/Thief
Day 1- Diplomacy at the workshop = 22 + 2 (for aiding Temeera) = 24 = 2 successes

Kiaru- Thief
Day 1- Stealth at the workshop = 26 = 2 successes

Barracks
Day 1- 2 + 2 = 4 successes (+2 on all checks for day 2 at barracks)

Workshop
Day 1- 1 + 1 + 2 = 6 successes (+6 on all checks for day 2 at workshop)

I made an error with Huni's first day. There will not be a complication, but there will actually be one the next day, so we will say that the hawk is just suspcious for now, but the next day it starts following him. So he can act normally on day 2, but on day 3 he'll be unable to get anything done at the workshop. Zzorn can interact with Zemeera as well, if he so wishes, but otherwise I'll prepare to move on to Day 2.


”Yoon” | female CG human pyrokineticist 1 | HP 15/15 nonlethal damage: 0 | AC 16, T 14, FF 13 | CMB –2 CMD 11 | F +5 R +5 W +1 (+2 vs. fear) | Init +3 | Perc +5 SM +1 | Speed 20ft | burn 0/6 | Active Conditions: None

We did great! Thanks for the detailed explanation GM! ;-)


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

You guys really did have a superb first day. Good work, keep it up!

The accommodations for the workers at the Emir's facility are snug but comfortable. Everyone gets a good night's rest.

Tanto could use some healing at this point. He will heal 2 points of damage naturally from resting, which could be increased to 4 points if someone can make a DC 15 Heal check to provide long-term care.
Pai, don't forget to make the Fortitude save at some point to see if you're fatigued, but given that your chosen skill doesn't relate to Str or Dex, you should be fine and it should basically just be a flavor effect.

Day 2- Barracks:

The second day focuses on guard training. Recruits learn combat tactics, proper responses to various threats, and what signals scouts will use to change the convoy’s heading or raise the alarm.

Drill sergeant Jaravo, a towering Garundi man with a penchant for tall tales and flashy combat, who uses hyperbolic anecdotes and threats to strike fear into his trainees and any who question his methods. Tanto soon learns about Jaravo’s penchant for showmanship by talking to the other guards. He is sure that he could exploit the soldier's flair for the dramatic.

Tanto can attempt a Perform or combat maneuver check to try to impress Jaravo, gaining his favor, and maintaining the attention of his trainees so that the sneaky ones have an easier time with their tasks.

Yoon, meanwhile, learns how the guards use dancing lights to communicate via signals in the sky. She learns which patterns will tell the convoy to halt and the escorts to disperse and search the surrounding area for hidden threats.

Yoon also observes several mysterious men and women tempting the guards with strong drink, drugs, and other indulgences. Though these scoundrels speak highly of Prince Zinlo and the lifestyle in Aspenthar, they are throwing around a lot of coins whose mintage is peculiar for the area.

Yoon and Tanto can attempt Knowledge (local) checks to discern the origin of the coins. When you guys reconvene with the others, you could show some of the coins to them and they could also attempt the check.

Tanto generally impresses the officers with his supervisory skills. He is invited to join some guards on their night off, and he learns personal vices that the he thinks he can later use against them.

By revealing a damning secret or weakness, as a free action, a PC can inflict the staggered condition on a guard for 1d3 rounds. This ability only works once per guard.

Furthermore, Jaravo replaces one of the convoy’s guards with Tanto, he is so impressed with his command skills.

You now have an in to the convoy. Tanto, if he so chooses, can travel with the convoy, to help the party from the inside. In particular, during the convoy raid, Tanto will be replacing one convoy mage (Jaravo thinks a solid officer is needed with the mages). If he can neutralize the mage he is stationed with before he casts dancing lights, any distracted guards will be greatly delayed in their return to the convoy after being called away.

Day 2- Workshop:

Guldis’s artificers take over during the second day, building a complex trap into the transport’s walls, designed to make the interior inhospitable. Engineers build and calibrate the trap’s components, while spellcasters provide arcane energy to fuel the apparatus. Meanwhile, people without the specialized knowledge to create the trap haul thousands of pounds of trade goods, food, and camping gear into the transport.

The halfling trapsmith Lyshna oversees the workers assembling the transport’s primary trap. Lyshna delights in the pain of others, and she loosens up around people who accidentally or intentionally hurt themselves. Pai, Huni, and Zzorn soon learn of her sadism, and they think that they could exploit her sadistic sense of humor by either faking an injury, or actually being injured, which might earn her favor.

Pai, Huni, or Zzorn can attempt Bluff or Perform (act or comedy) checks, or willingly take 1d6 damage, in order to distract the halfling and help the party complete their tasks.

While she is helping load crates, Pai learns in detail about the transport’s desert heat trap.

The desert heat trap is mechanical and requires a DC 20 Perception check to notice and a DC 20 Disable Device check to disarm. It has a manual reset, and a location trigger tied to the transport interior. There is an onset delay of 2 rounds before the effect manifests. The effect requires anyone in the transport to make a Fortitude save (DC 15, +1 per previous check) every round for 5 rounds or take 1d4 points of nonlethal damage from heatstroke and become fatigued; this is unaffected by endure elements; those wearing heavy clothing or armor take a –4 penalty on their Fortitude saves. Disabling the trap requires the PCs to use a pair of complex switches, which must both be disabled to turn the trap off, but you now know the location of both.

Zzorn, however, is able to gain access to Lyshna’s personal notes about the trap.

Zzorn, or anyone he shares his knowledge with, will gain a +4 circumstance bonus on all Disable Device checks attempting to disarm the trap.

However, he also uncovers weak points in the trap’s ventilation network that would allow someone to disarm the entire trap from anywhere within the transport as a move action.

Disabling the trap this way requires a successful DC 10 Disable Device or Use Magic Device check. This check can be attempted untrained.

In addition, he also finds several lavish gifts and valuable luxuries among Lyshna’s belongings, some emblazoned with the seal of Aspenthar’s royal family.

Day 2- Summary:

Zzorn- Investor
Day 2- Knowledge (nobility) at the workshop* = 23 + 6 (from previous day’s excess successes) = 29 = 2 successes

Yoon- Thief
Day 2- Stealth at the barracks* = 25 + 2 (from the previous day’s excess success) = 27 = 2 successes

Huni- Supervisor
Day 2- Linguistics at the workshop = 7 + 6 (from previous day’s excess successes) = 1 complication

Pai- Laborer
Day 2- Perception at the workshop = 16 + 6 (from previous day’s excess successes) = 22 = 1 success

Tanto- Supervisor/Guard/Thief
Day 2- Intimidate at the barracks = 27 + 2 (from the previous day’s excess success) =29 = 2 successes

Kiaru- Thief
Day 2- Acrobatics at the workshop = 25 + 6 (from the previous day’s excess success = 31 = 2 successes

Barracks
Day 2- 4 successes (+2 on all checks for day 3 at the barracks)

Workshop
Day 2- 5 successes (+4 on all checks for day 3 at the barracks), 1 complication (Huni, already explained)

Sovereign Court

Male NG Ulfen (shaven) Barbarian 2 / Fighter 4 (Siegebreaker) / Ulfen Guard 3 - Init. +2, Senses Normal Vision Perception +13, AC 25/ touch 12/ ff 25; CMD 29 (33 vs. Grapple, 31 vs. Bull Rush/Overrun/Sunder/Trip); hp 97/97 Temp 2/2, F+15, R+6, W+8, Speed 40 ft. | Armored Vigor: 7/7 Rage: 14/14 | Buffs: [b][/b]

Zzorn willingly takes 1d6 ⇒ 1 points of damage to distract the sadistic halfling.

At the end of the day, he shares all his trap information with everyone, and also shares information on the lavish gifts he found bearing the seal of the Aspenthar’s royal family.

This looks like an extremely complex social encounter GM Pendrak: kudos for you to offer this in PbP! thank you!


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

Wow, I thought I had the math figured out, but I guess not. The distraction will actually cause Huni to avoid a complication again today, so let's just leave it at the hawk being suspicious but never actually enough to follow Huni around all day. Sorry about that.

The halfling laughs manically at Zzorn's injury, and jokes about it all day long.

Day 2- Summary (updated):

Zzorn- Investor
Day 2- Knowledge (nobility) at the workshop* = 23 + 6 (from previous day’s excess successes) + 2 (from distracting the halfling)= 31 = 2 successes

Yoon- Thief
Day 2- Stealth at the barracks* = 25 + 2 (from the previous day’s excess success) = 27 = 2 successes

Huni- Supervisor
Day 2- Linguistics at the workshop = 7 + 6 (from previous day’s excess successes) + 2 (from distracting the halfling) = 15 = 1 success

Pai- Laborer
Day 2- Perception at the workshop = 16 + 6 (from previous day’s excess successes) + 2 (from distracting the halfling) = 24 = 1 success

Tanto- Supervisor/Guard/Thief
Day 2- Intimidate at the barracks = 27 + 2 (from the previous day’s excess success) =29 = 2 successes

Kiaru- Thief
Day 2- Acrobatics at the workshop = 25 + 6 (from the previous day’s excess success + 2 (from distracting the halfling)= 33 = 2 successes

Barracks
Day 2- 4 successes (+2 on all checks for day 3 at the barracks)

Workshop
Day 2- 6 successes (+6 on all checks for day 3 at the barracks)


”Yoon” | female CG human pyrokineticist 1 | HP 15/15 nonlethal damage: 0 | AC 16, T 14, FF 13 | CMB –2 CMD 11 | F +5 R +5 W +1 (+2 vs. fear) | Init +3 | Perc +5 SM +1 | Speed 20ft | burn 0/6 | Active Conditions: None

Yoon shares all information, especially on the group of coin disperses and shows the coins as she has no idea what to make out of this.

really wow GM, thanks for giving the skill checks an RP touch that makes this real. ;-)

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

@GM Pendrak: You're doing a great job with all this. It seems like a lot to manage, but you're doing it well and we're having fun. (Gives a virtual high five.)

Fortitude: 1d20 + 6 ⇒ (17) + 6 = 23 Woohoo. Not fatiged.

Pai shares all information she's gleaned so far with the group. She has no idea about the coins, unfortunately. The only Knowledge skill she has a rank in is Nobility.


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War

I'm glad to hear you guys are having fun. This section is pretty complicated, and I could see it dragging without some pushing. I'm trying to strike a balance between letting you guys get in some roleplay and making the game progress smoothly.

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Can Huni cast Cure Light Wounds on Tanto to heal his 7 damage?

Was the secret lead lined compartment in the floor trapped as well?

Huni is also willing to take a hit for the team to help distract Lyshna.
1d6 ⇒ 5

Sovereign Court

Male Kitsune Swashbuckler (Flying Blade) 3| HP: 22/28 | AC: 19 | T: 15 | FF: 14 | CMD: 18| Fort: +3 | Ref: +8 | Will: +2 | Init: +8 | Perc: +6, Low-light vision | Sense Motive: +0 | Panache: 3/3

Have to agree with the comments so far. Great work making this engaging while progressing it along swiftly! Kudos!

Tanto nurses his injuries after the first day, several nasty bruises on his side and a couple of broken ribs from the slam of the construct. "Anyone know how to work one of these wands?" The kitsune offers up his stashed CLW wand to anyone who can use it upon him.

Anyone with Cure spells on their class spell list? If so, can I assume that you'll use it on Tanto. If so, I'll go ahead and make the roll. Otherwise, anyone with a decent UMD bonus who could give it a go?

At the Barracks:
Tanto tries to impress Jarava with some knife juggling. It's not really a trick he usually tries, but it's the best thing he can think of to impress the Garundi.

CMB: 1d20 + 3 ⇒ (6) + 3 = 9
The swashbuckling kitsune hopes that his fumbling attempt, in which he dropped all of his knives, will be humorous enough to 'impress' the big man.

Tanto, not recognising the coins also brings some back for the group to inspect. Anyone, please go ahead and try a Kn. Local check. Tanto's not trained in that skill.

Tanto happily accepts the offer to work in the convoy crew, although is a little bit overawed with the prospect of supervising a group of mages when he has no real magical prowess himself. He hopes his own innate racial ability to cast dancing lights may be enough.

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Forgot to actually role the cure.
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

The Exchange

Male NG Human (Varisian) Ranger 12 uc rogue 6/figther (mobile) 1 initiative +6 bmc 4 dmc +20 ts fort +4 ref +11 will +4 pg 45/45 ac 21 flat 19 touch 17 | Speed 30ft | [/ooc] | Spells: 1st 3/3 2nd: 3/3 3rd 2/2 | [ooc]Active conditions: None.

Kiaru stares at the Kitsune as he scrutinizes the coin trying to find out something about it.
"Tanto let me see that coin more closely maybe you have seen it before in some of my trips"
kn.Local check: 1d20 + 7 ⇒ (11) + 7 = 18

Sovereign Court

Male Kitsune Swashbuckler (Flying Blade) 3| HP: 22/28 | AC: 19 | T: 15 | FF: 14 | CMD: 18| Fort: +3 | Ref: +8 | Will: +2 | Init: +8 | Perc: +6, Low-light vision | Sense Motive: +0 | Panache: 3/3

Thanks for the Cure! Missed that in a crosspost as I was working on my last post.

The Exchange

Male NG Human (Varisian) Ranger 12 uc rogue 6/figther (mobile) 1 initiative +6 bmc 4 dmc +20 ts fort +4 ref +11 will +4 pg 45/45 ac 21 flat 19 touch 17 | Speed 30ft | [/ooc] | Spells: 1st 3/3 2nd: 3/3 3rd 2/2 | [ooc]Active conditions: None.

GM u are doing a great job managing this game


Mummy's Mask~Kingmaker ~Strange Aeons ~ Fallen Family, Broken Name I ~ Fallen Family, Broken Name II ~ Border of War
Huni wrote:
Was the secret lead lined compartment in the floor trapped as well?

No, it doesn't seem to be trapped. The only trap is the heat trap that encompasses the entire transport, and the only other hazard is the animated altar defending the elixir.

Huni was able to heal Tanto's wounds with cure light wounds the previous evening.

Upon looking closely at the coins, Kiaru realized that some of them bear the image of Queen Abrogail II of Cheliax, while the others appear to have been minted in Bloodcove. He recalled that the settlement of Bloodcove is under Aspis Consortium control, and that the Consortium is based in Cheliax—together, these associations suggest that the mysterious figures may have Aspis ties.

Tanto was unable to impress Jaravo with his knife juggling (though Lyshna probably would have enjoyed it, especially if you were at all injured during your performance). Nonetheless, his skill at commanding men was enough to impress the Garundi, and as mentioned he was assigned to help guard the caravan.

Note that Jaravo doesn't expect Tanto to have a lot of arcane prowess or anything, he simply thinks that they need a good soldier supervising the mages and Tanto seems a good fit. The fact that you can cast dancing lights would be icing on the cake.

Another successful day. That night the Pathfinders sleep well, and in the morning they are ready for the last day of the infiltration.

Barracks- Day 3:

The third day is spent planning the convoy’s route. Officers teach navigators how to find hidden desert trails, while guards learn how to scout for threats and maneuver the convoy to safety without getting lost.

A jumpy, paranoid man named Enyro organizes the routes and scouting missions. Constantly worried about his plans falling into the wrong hands, Enyro distrusts anyone without instructions from the Emir himself. This promises to make finding out the convoy route very difficult.

Right now there is a penalty on all rolls at the barracks. Someone can try to forge Guldis’s handwriting with a Linguistics check, and showing him orders from the Emir indicating that you are supposed to be there would be sufficient to remove the penalty. However, if the ranger detects a forgery, the penalty will be increased.

As the Pathfinders at the barracks make their rounds, they notice one of the halfling recruits, a scout named Varnic, surveying the convoy’s defenses. He seems to also be trying to follow Pai.

I am going to wait to add in the information about your successes until I see what you guys want to do, if anything, about either forging orders or confronting this halfling. It’s mostly on Pai, although she could try to find Tanto if she needs help with either.

Workshop- Day 3:

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

A Garundi man with dozens of piercings named Duciar directs the team responsible for the transport’s outer trappings. Duciar never uses a sentence when a word will do, and often instructs his workers with little more than grunts, gestures, and stern glares.

PCs at the workshop can attempt a Perception or Sense Motive check to figure out how best to communicate with the taciturn taskmaster.

Zzorn is able to discover the location of the transport’s secret door from the outside, the only means of entering the inner chamber without teleportation magic. He further discovers by talking to some of the overseers that teleportation magic doesn’t work near the transport, and will actually hurt the caster.

Kiaru, meanwhile, identifies which locks maintain the door’s seal, removing the risk of disabling a decoy lock. Yoon finds several broken lockpicks and scattered thieves’ tools hidden near the door, suggesting that someone had secretly practiced picking each lock. Even better, Huni is able to acquire a key for each real lock.

This will allow a PC to remove the chains as a full-round action without a skill check.

At this point providing you with a map and more thorough description of the transport seems appropriate, as you have pretty much got it all figured out.

Sun Orchid Transport:

The transport floats 3 feet off the ground, carried by numerous floating disk spells cast by the mage guards. The Emir deliberately excluded wheels from the design so that thieves couldn’t simply hijack the transport and escape into the desert. Magical wards inside the transport disrupt extradimensional travel; any creature casting a spell of the teleportation subschool takes damage as the spell violently fails. Teleportation effects do not allow one to enter the transport, since its interior is located on another plane.

A single hidden doorway provides access to the transport’s interior. The transport is covered in chains that are secured with locks. 12 simple locks secure the door. Half of the locks are decoys, so even a successful check has a chance of failing to unseal the door. One must remove at least two real locks before one can remove the chains. Instead of disabling a lock, one could break a chain near the lock to remove it. The chains are made of reinforced steel.

The transport serves several purposes. In addition to providing a vault for the elixir, it provides storage space for gear and a fully functional shelter from sandstorms or other extreme weather.

Map, The Sun Orchid Transport

Note that the map does not show the trapdoor entrance, which should be in area D1.

D1- Entryway: The front room of the sun orchid transport is a meeting space. A black curtain hanging from the ceiling can be drawn to separate the area into two rooms. A secret door in the center of the north wall opens to the altar chamber. The secret door is exceptionally difficult to detect without prior knowledge, but since you performed reconnaissance on the transport you know where on the wall to search.

D2- Bedroom: The shelves lining the walls of this room are stocked with bedrolls, blankets, tents, and assorted camping supplies. One of the switches to disable the desert heat trap is hidden behind a pile of blankets at the location marked S on the map.

D3- Storage: This room is packed with crates and boxes. Most of the boxes carry carefully packaged glass vials filled with water, which the Emir is considering deploying as part of the distraction on a future test run. Others contain much of the leftover iron from the transport’s construction.

D4- Kitchen: The shelves that line the walls of this room contain enough food and water to supply one hundred people for a week, as well as pots, pans, and other cooking supplies. One of the switches to disable the desert heat trap is hidden behind a large barrel of water at the location marked S on the map.

D5- Elixir Chamber: The steel plates lining this chamber reflect the light cast by six vials of glowing fluid, sealed within a glass case atop an imposing altar wrapped in chains.

Summary- Day 3:

Zzorn- Investor
Day 3- Knowledge (nobility) at the workshop** = 16 + 6 (previous day) = 22 = 1 success

Yoon- Thief
Day 3- Stealth at the workshop = 23 + 6 (previous day) = 29 = 2 successes

Huni- Supervisor
Day 3- Diplomacy at the workshop = 24 + 6 (previous day) = 30 = 2 successes

Pai- Laborer
Day 3- Perception at the barracks = 10 + 2 (previous day) - 2 (suspicious overseer) = 10 = 1 complication

Tanto- Supervisor/Guard/Thief
Day 3- Acrobatics at the barracks = 26 + 2 (previous day) - 2 (suspicious overseer) = 26 = 2 successes

Kiaru- Thief
Day 3- Sleight of hand at the workshop = 23 + 6 (previous day) = 29 = 2 successes

Barracks
Day 3- = 2 successes, 1 complication

Workshop
Day 3- = 7 successes

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