
| Dev | 
 
	
 
                
                
              
            
            I'm assuming Drewan and I are still shadowing them.
However, is there still enough cover for Drewan to hide behind? Dev may have to wait some distance away considering his lacking stealth bonus.

| Dev | 
 
	
 
                
                
              
            
            The long time between posts is heck on my memory, so I'll try to repeat what's going on and what we're supposed to do.
This is the message we've received from our superiors, just to get the larger point of view:
While I'm less than happy to see Gumlat under their control this is a mixed blessing for our cause. The mages will no doubt respond with force, but that means a long supply line from Coran to Gumlat. The longer this incident drags out the better.
You should consider any or all of the following. There is a woman, Taia, who works at The Barrels Bottom that can assist you with getting additional resources if you need them for any of these tasks you decide to take on.
Capture, blackmail, bribe, or otherwise remove the bureaucrats who manage the logistics of maintaining the supply wagons leaving the city.
Break into the warehouses, especially those with supplies they will need to maintain an army, or burn them down.
Convince the merchant's guild to increase the prices of such goods.
Disrupt operations at the docks to slow down the movement of goods into or out of the city by sea.
Seek out those who are disgruntled with the government in the taverns or poorer sections of town and recruit them to our cause.
- Captain Denath
So far, we've sabotaged some wagons.
Yabel, bureaucrat of Tiny Town, has been talked to by Digger and is leaning on helping us waylay more supplies from the front lines. We have yet to do this, I think:
We need Bela or Garing's seal for that and deliver it appropriately. When we're done, we can safely say we've diverted enough supplies for chaos. (Will need to check through the rumor mill and such if we've succeeded, I think.)
Bela is our target for getting the forgery of her signature on the document to move supplies to Tiny Town.
To this end, Jake, Digger, and Kit have employed themselves in the guard of the dregs section. Double purpose here, to both sully the name of the guards and to get closer to Bela.
Since then, a report that a wagon is set on fire in the slums with people in it sent Sergeant Hamil with our temp guards to the alleys. The wagon was filled with skeletons (dwarves most likely) and bricks.
The bricks led us to the quarry.
There we met Elia who is in charge of the operations who we suspect of being the cause of Jake's sudden weirdness (and may be connected to the Tower). Now we have to deal with Jake/Elia first since it puts our entire operation in jeopardy.
We also find out that "The papers indicate a bill of sale for a large quantity of stone to be used in the construction of a new building in tiny town, to hold several administrative offices, a guard house, and several holding cells." and "The documents are signed by none other than Yabel, from tiny town, with his seal affixed."
Yabel is our contact in Tiny Town and may be of aid to us here to confirm information and to find out anything more, though we need to use Digger for that since he's the face we're using for talking to him.
Our main objective is to disrupt the movement of goods. Secondary objectives are to recruit to our cause, raise chaos in the city, and soil the name of the guards.
So far we're doing good progress on redirecting supplies. We've sabotaged some wagons also. We need to work on the ships. Recruitment I'll leave to our face characters.

| GM Ascension | 
 
	
 
                
                
              
            
            If anyone has extra time on their hands they are wanting to burn, there is a game I'm a player in that lost two players to real life.
If you are interested post in that games discussion thread.
Current players are myself a magus 5/rogue 3, an Oracle 8 (with the wrecker curse), and a cleric (merciful healer) 8.
It is the published module Cult of the Ebon Destroyers. Initial recruitment post was the following:
So I've decided that I can manage one more PbP, I think, and I wanted to try something higher level (since APs take seemingly forever to get into the midlevels, let alone anything higher). As a result, I'm opening up recruitment for a PbP of Cult of the Ebon Destroyers. I'm looking for 5 players, no more, and will be choosing on the basis of player enthusiasm, party balance, interesting roleplaying and character background (that list's pretty much in order). Submissions should include race, class(es) and levels (including archetypes or prestige classes), alignment and general character concept, but need not be full builds.
Your characters cannot be native to Jalmeray (they can be from pretty much anywhere else, however), but should have some reason to be sailing on the Fare Winds, a merchant vessel sailing to Niswan, the capital of Jalmeray, from Absalom (and before it, Katapesh) and scheduled to put into port just in time for Niswan's famous Festival of Colors.
Here are my usual chargen rules for PbPs, modified for this particular game:
* 20 pt buy (with level advancements as usual, of course)
* Standard core rules races
* Any classes/racial traits/archetypes from core, APG, Ultimate Magic and Ultimate Combat, plus the ARG (3PP material potentially allowed - I don't have a lot of it, though, so it's by approval only). Archetypes from basically any Paizo (and potentially 3PP, as I said) sources are permitted; prestige classes from non-core sources are likely to be approved, but I reserve the right to veto anything I feel doesn't fit the story
* Feats and spells from any Paizo-produced Pathfinder RPG source (with stuff from the 3.5 Pathfinder era potentially allowed - I'm mostly thinking of the spells from Gods and Magic that haven't been converted yet)
* Two Traits
* 33,000 in starting gold, with no single item costing more than 10,000 gp
* PFS-style hit points advancement by level (d6 classes gain 4+Con mod hit points each level after the first, d8 classes gain 5+Con mod each level, d10 classes gain 6+Con mod, and d12 ones get 7+Con mod)
I am not automatically opposed to non-standard races, but I tend to lean a little harder on them than most other rules options. Consider them by-approval-only, but please feel free to ask. Of course, as noted above, archetypes from the Advanced Race Guide are fair game for any race I choose to allow in the game. Ultimate Equipment is also open for use essentially without restriction.

| Jake the Rat | 
 
	
 
                
                
              
            
            Just a quick heads up, I'm away this weekend. Additionally work will be very busy until the end of the month and I'll be away most weekends this month too. If I slow to respond please post for me.
 
	
 
     
     
     
	
  
	
 