
DM Amazing Red |

Ezren learns that whip is a drug of Laszo’s own design, and that he resents that the Aspis Consortium has already begun to mass produce the drug from his imperfect formula. He names several specific individuals within Diobel who he blames for allowing whip to spread before he could perfect it. This may be useful information for Magali.
Around noon on Fireday, Captain Zendrani calls a meeting on the deck of the Sixwing Drake. “An urchin boy delivered this note just a few minutes ago. I tried to keep him here so we could talk to him, but he slipped away without a word and ran off into the city. I haven’t looked at the note—but it seems to be from Delroya.” The captain hands over the note.
Pathfinders,
Your tactics were certainly unusual, but everything turned out as expected. The shipment is delayed, and the Aspis Consortium is occupied with getting everything back in order. Soon, though, the consortium will get its act together and come to the warehouse to proceed with the operation. There is no time to lose. The warehouse is at the southern edge of the Bristles, where Gull Street meets the water. I will meet you there.
Magali Delroya

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Let us make haste to the warehouse then.
Sarosha uses her own wand to heal herself.

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Faeran heals herself with her wand before going to the warehouse.
clw on self: 1d8 + 1 ⇒ (7) + 1 = 8

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clw on Cezawynna: 1d8 + 1 ⇒ (8) + 1 = 9

DM Amazing Red |

A large warehouse looms into view at the end of Gull Street. Its main level sits at the edge of the street above a ten-foot drop to the harbor’s waters below. A door in the western wall of the warehouse opens, and a woman clad in simple leather armor steps out. Her features display a blend of Taldan and Mwangi heritages, and her crisp accent is difficult to place. “I am Magali Delroya. You must come quickly, Pathfinders. We do not wish to be seen.” Delroya moves briskly, waving off protests or interruptions, and speaks with the rhythm of her steps. “Questions later. Much is at stake. First you must listen.” Her outward display of authority does not entirely mask her fear. The small room through the warehouse’s western door features a round table and several chairs. “This room is for the guards. They are all too busy dealing with our disruptions, so no one is here for now. That door leads to the docks below,” she says, indicating a door in the southern wall. “Come this way. I will show you the warehouse.” She opens a door in the northern wall, revealing a cavernous storage room. Haphazard stacks of barrels and crates almost reach the ceiling twenty feet above. Two large skylights in the ceiling provide ample light during the day, and a dozen unlit lanterns are spaced around the room. To the east, a wide opening in the southern wall looks out over the loading bay ten feet below. A freight elevator platform rigged to a complex set of pulleys and ropes and a staircase both lead down to the loading bay. “As you can see, the Aspis Consortium maintains a sizable operation out of this warehouse, which they rent from the Kortos Consortium’s Locosta family in exchange for alchemical goods. After tonight, I hope that the relationship between Aspis and Kortos will be irreparably damaged. We may have delayed the shipment, but my sources tell me that both the Kortos and Aspis consortia are likely to investigate the warehouse later tonight. I had hoped for more time, but I will not able to move the goods until after midnight. I need your help in holding off the agents until everything is in order. They are not likely to work together, so you should prepare for multiple groups of agents. While I have no qualms about fighting the Aspis agents, if possible we should avoid further antagonizing the Kortos Consortium. Their agents may be willing to look the other way. Because the agents are on high alert, you should stay at the warehouse until they arrive. We wouldn’t want anyone spotted or attacked out in the city before we’re ready. That gives you several hours to prepare. Most of the items in the warehouse are simple trade goods designed to make this outfit look legitimate. You may want to take some time to look around, though—you never know what the Aspis Consortium might have stowed away here. I can stay here briefly, if you have questions or need assistance."

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Will we be able to know the Kortos and Aspis members by their clothing or some other feature?

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"Should we perhaps pretend to be the warehouse guards and not let anyone in?"
Avendar starts looking through the crates for anything that might be useful.

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if we have hours to burn, there is no reason not to take 20 and look through everything
perception, take 20: 20 + 3 = 23

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"Good idea Avendar."
Mierin helps case the place ...
Perception (Aid): 10 + 3 = 13

DM Amazing Red |

With Mierin's help, Avendar is able to find..
6d6 ⇒ (4, 6, 1, 2, 1, 2) = 16
carpentry supplies with masterwork artisan's tools Any reasonable use of the Craft skill, two disguise kits, and a hungry fighting dog in a locked cage in the main area of the warehouse. The key lies nearby Handle Animal check to get the dog to follow your orders. This will take . In the guard-room you find a potion of invisibility. Out on the loading platform you find that the lever mechanism for the platform is locked Disable Device to unlock it. A portable poisoned dart trap that can be set to trigger when someone touches a particular object Craft(Trap) to set it.. You also find two secret doors. Marked with S.
Map is up. What would you like to do to prepare for the assault? Feel free to Home Alone this place.
"To answer your question, I'm sure Pathfinders will recognize Aspis agents when they see them.

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"Not so, Madame. You may find it difficult to believe, but you are the first such agent I have met since joining that society."
-Posted with Wayfinder

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"We should trap the secret doors somehow, and find ways to trap or brace all the others but the one we want them to come through."
-Posted with Wayfinder

DM Amazing Red |

"Not so, Madame. You may find it difficult to believe, but you are the first such agent I have met since joining that society."
-Posted with Wayfinder
"They will be wearing badges with snakes on them much like you pathfinders with your wayfinders."

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I can supply a Grease spell to the trap effort, but it won't last long.
Sarosha looks for stacked crates (or crates that can be stacked) for her to take a sniper position with a good view of the doors. Preferably in the stacks between "b" and "5".
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
She also takes the ladder from room "d" to remove that as a point of ingress.
No relevant Craft skills. :-( Her plan is to use Reduce Person on herself and be a sniper from atop a (difficult terrain) stack of crates.
Wehdny will position herself within striking range of the Northern secret door and the big double "a" doors.
Stealth: 1d20 + 6 ⇒ (17) + 6 = 23
Edit: Good idea, Avendar. If the party agrees, Sarosha adds her meager skills to the bracing/blocking effort.
Suggest we leave doors "a" and secret door "c" open. "a" because it's the natural entry point and won't cause suspicion, and "c" to give them a false sense of sneaking up on us. If we can, we should use the trap kit on door "c".

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I have Extended Reduce Person thanks to a trait, so if Wehndy (or someone else) can keep watch for anyone with snake emblems I should have plenty of time to cast it and plenty of time to use it when the Aspis arrive.
Does someone want to wait in the office and listen for doorknobs being jiggled? Same for doors "e" and "f" -- it would be nice to know when somebody outside tries them.
Sarosha suggests a series of simple hand signals to notify of noises, intruders, or "all safe", so our communication doesn't give us away.
If we have enough time and Aid Anothers, can we get the DC's up to 20?[/ooc]
[dice=Aid Another, "d"]d20+0[/dice]
[dice=Aid Another, "e"]d20+0[/dice]
[dice=Aid Another, "f"]d20+0[/dice]
Given enough time, Sarosha and Wehndy will try to move crates near secret door "c" in order to prevent intruders from hiding behind them. The goal being to create a funnel of Difficult Terrain that can't be jumped on or over easily.

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After helping the others block and barricade the secret doors and windows Cezawynna moves over to the double door entrance and stands behind some crates out of view...

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I feel like I should be contributing more ideas to how we should set up these defenses, but I'm not coming up with much. Would someone like to post a summary of what we've done so far? and what has been proposed and not enacted?

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Faeran shrugs... and helps with the barricades... sets up a blind somewhere in sight of the one available door left unbarricaded so that if necessary she can fire from behind cover...

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On the map, the red circle-slashes indicate where we barricaded a door. The red angled lines at the Northern secret door indicate crates moved to take away hiding places. Sarosha is on a stack of crates, hopefully hard to reach, and Wehndy is being lookout at the Western double doors. The ladder leading to the South office door has been removed into the warehouse. Faeran is hiding.
Nobody made friends with the dog, or was able to use the trap.
AFAIC we're as ready as we're gonna be.
@GM Actually, "b" is listed as a possible entrance. Do we see how?

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don't we want one of the guard house doors open so we can speak with the Kortos agents?
-Posted with Wayfinder

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@Avendar sure. I have a good shot at that door if any Aspis come that way. Removing one of the barricades.

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- Mierin will try to
- create some caltrops (or similar movement restriction device) to put under the skylights
- move crate to help barricade 'e' and 'f' (as well as the inner door to the room with entrance 'd')
- move crates to make entrance through 'a' difficult terrain.
- position near 'c' for show time ...

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Faeran positions herself not far from Sarosha on some boxes, bow ready and as hidden as shecan be, maybe half behind a box.

DM Amazing Red |

While creating caltrops is hard, the group did find some carpentry supplies so Mierin can lay out some nails instead.
As you start your preparations, Magali has one last thing to tell you.
“By now you should know that the Aspis Consortium is breaking Diobel’s laws. What we’re doing here is not exactly legal either, in the views of the Kortos Consortium. I am hoping that we can get through this without drawing their ire, but as a last resort, you can use this document. It should eliminate any questions as to the legality of your actions. If you can avoid having to use it, I would be grateful, but do not hesitate to present it if necessary.”
It is decreed by the Scion Lord Avid of House Arnsen, Teriarch of Diobel, that the actions of Magali Delroya on this day, the 28th of the month of Neth, of the year 4715 Absalom Reckoning, are aligned with the goals and mandates of House Arnsen, and that no lower power shall have jurisdiction over Delroya or those in her company.
Scion Lord Avid
3d3 ⇒ (1, 1, 3) = 5
1d2 ⇒ 1
1d6 ⇒ 6
After 6 hours of preparation you hear footsteps and then the sound of someone trying to open the doors near the loading dock. Then they try one of the doors of the guardroom with no success. Then finally they open the one unbarred door of the guardroom. They enter the main section of the warehouse to see Avendar.
"As agents of House Lacosta, members of the Kortos Consortium. I demand to know what you are doing here. We heard rumor of illegal activity going on in this warehouse."

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Avendar bows to the agents, "You heard correctly. The Aspis have been running illegal activity through this warehouse and we have confiscated their use of it."

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"I am someone interested in seeing the Aspis Consortium's illegal activities and manipulation of other people in Diobel come to an end."

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Diplomacy (Aid): 1d20 + 3 ⇒ (3) + 3 = 6
"Yeah ... fortunately we figured out what they were up to ..."

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We have no quarrel with the Kortos Consortium. If we work together we may both benefit.
Diplomacy Aid Another: 1d20 + 3 ⇒ (8) + 3 = 11 Good enough for Aid Another. :-)

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"There is much opportunity for mutual profit and benefit here, excluding the Aspis Consortium for our mutual good."
aid diplo dc 10: 1d20 + 6 ⇒ (2) + 6 = 8
Sadly her words fall flat after all that has been said?

DM Amazing Red |

I will be nice and let the highest roll be the main with everyone else aiding.
"They are becoming unreliable as of late. Perhaps it is wise for someone else to deal with the Aspis. Carry on."
3d3 ⇒ (1, 3, 1) = 5
1d2 ⇒ 2
2d6 ⇒ (2, 1) = 3
The Kortos agents take their leave and roughly half an hour later you see 2 Aspis agents drop down from the skylight. They say nothing even as they pierce their feet on the nails placed there. At the same another pair of agents rush in from the guardsroom.
Team A: 1d20 ⇒ 1
Team B: 1d20 ⇒ 12
Team PC: 1d20 ⇒ 13
PCs up first! The agent closest to Cez seems to be unarmored carrying only a kama. The one nearest to Mierin is dressed in hide with a quarterstaff. The one in the doorway is dressed in breastplate, wielding a longsword and a heavy shield. The woman behind him is not armored with only a dagger in her hand.

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BS 2h+PA: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18..DMG: 1d10 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Cezawynna rushes the one armed with a Katana and strikes with her bastard sword...

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Avendar draws his scimitar, casts a spell mage armor and steps closer to the man in the breastplate.
-Posted with Wayfinder

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Faeran fires at the other one that came through a skylight... hopefully while he's still flatfooted.
to hit: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
dmg if hits: 1d8 + 1 ⇒ (3) + 1 = 4

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Round 1 Casting
Mierin hits the closest Aspis with her Color Spray DC14

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Sarosha fires at the nearest Aspis Blue.
Mwk Crossbow: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d6 ⇒ 1
Crit Confirm: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d6 ⇒ 4
Wehndy rushes over to the guard office. Double move @40ft

DM Amazing Red |

Cezawynna strikes a heavy blow to the unarmored man. Faeran scores a hit with her bow while the druid is unable to react.
1d20 + 5 ⇒ (4) + 5 = 9
Mierin walks up and lets loose a cone of colorful lights which knock the druid out. Sarosha puts a crossbow bolt into him for good measure. Ezren moves and tosses a magic missile to finish off the initiate who drops.
1d4 + 1 ⇒ (3) + 1 = 4
The fighter steps up and slashes at Avendar.
1d20 + 5 ⇒ (15) + 5 = 20
1d8 + 3 ⇒ (5) + 3 = 8
The female sorceress behind him will cast a spell at Wehndy. Make a Will save DC14 or be frightened for 1 round as per cause fear. If Wehndy makes it, Wehndy is still shaken for 1 round. Party is up.

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Round 2 Wand
Mierin takes out her wand of Mage Armor and bulks up her defense ... AC 16

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Faeran turns her bow on the woman, taking a hit to her chance to target because of the intervening folk (unless the height removes that chance, the following roll is at -4)
to hit: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
dmg if htis: 1d8 + 1 ⇒ (8) + 1 = 9
never mind, lol, and of course I'd roll max damage on a bad miss, sigh

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Avendar blinks behind the man, and then blinks away from him to be alone with the woman, which he then tries to cut down.
dimensional slide and then shift to get next to the lady in the back without provoking any AoOs
then attack the lady
scimitar, attack: 1d20 + 5 ⇒ (3) + 5 = 8 for slashing: 1d6 + 6 ⇒ (3) + 6 = 9
mage armor is up for 16 AC
1/9hp

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Wehndy Will DC14: 1d20 + 0 ⇒ (18) + 0 = 18 Shaken 1 round.
Sarosha turns her attention to the spellcasting woman.
Mwk Crossbow: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d6 ⇒ 1
Wehndy moves closer 5 ft and strikes at the warrior next to her.
Bite, Shaken: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5 Damage: 1d8 + 3 ⇒ (5) + 3 = 8