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The warehouse is full of tightly packed, mostly flammable material. It is harder to set ablaze but all the more spectacular once it has fully ignited, producing a roaring flame that erupts with plumes of narcotic smoke. Due to the moisture and green plants, the greenhouses are harder to burn. Nonetheless, an enterprising aspis agent might clamber to the roof and loosen the glass skylights so that they fall and shatter when someone slams the door.
Can I get a Craft Trap, or higher DC Disable Device check please.
As other make their way around the warehouse, you over hear a few works stacking heavy crates mention off handedly to the other, "You are going to have to either track down boss-Lady Temarra or see if you can get Halvair to let you in. They keep it locked unless they are there to make sure it's done right."

GM Turmoil's pregens |

Thestil changes her disguise to appear as another simple worker. After overhearing the other workers' conversation, she approaches them, trying to gather more information about their boss. "Hey, have you seen Lady Temarra around at all? I've been searching all over for her."
Disguise: 1d20 + 35 ⇒ (9) + 35 = 44
Bluff: 1d20 + 19 ⇒ (15) + 19 = 34

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It's not on fire. I was meaning to say it could be set on fire with a good trap. It looks like a good place to cause a little damage, and while a fire might not catch immediately, once it does it would be hard to put out and clearly visible to all in the area.

Pregen Alias |
Ok. I see now lol.
Zurznal moves into the room, quickly taking stock of the warehouse. Moving between the bales and the stacks, he searches for anything oof use to their mission. Overhearing the conversation, he tries to catch the eye of Thestil to investigate. A hulking half orc may be able to get the information they want, but most likely not in a way condusive to a stealthy mission.

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Rataji will enter the conversation
Take 10 on bluff for 29
diplomacy: 1d20 + 16 ⇒ (20) + 16 = 36
"Where might we find her, we need to ask her some questions"
-Posted with Wayfinder

Pregen - Enchanter |

While the others engage the workers, Shohiraj sneaks around to see if she can determine what is in the crates. She uses her crowbar to pry up a lid just a bit to see inside.
Stealth: 1d20 + 16 ⇒ (10) + 16 = 26
Perception: 1d20 + 15 ⇒ (18) + 15 = 33

Falth, The Catastrophe |

If that disable device wasn't good enough, Falth can't roll better with craft traps
If possible Falth will attempt to take some of highly flammable material. He otherwise sticks to the shadows and tries to listen in on the conversation unfolding before him. Stealth/Perception will be taking 10 if needed
You never know when you'll need to start a good blaze...

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You overhear a suggestion that there are two individuals here in Wirholt’s Rictus in possession of a keys that might greatly help you with the task at hand. Why lock something that you don't care if others see, right.
While most of the team works to set up a delayed catastrophe within the warehouse once it's cleared out of any other workers, or doing so with stealth and guile in plain view, Rataji takes a step outside to ask around about, finding out that Lady Temarra owns the plantation and has a full set of keys that she keeps on her, but tends to wander all over as she wills it, making it difficult to locate her at any given point in time. (She wanders randomly)
Halvair however, seems to be a little more, . . . interesting. Apparently the plantation has a small group of alchemical medicine workers (Pharmacists) working there, seemingly with a high degree of freedom, somewhere in the Production Facilities (Site 4), and the head Pharmacist, Halvair, was given at least some keys as well.
Assuming that's your next target, please give me an Infiltration check.
These two buildings contain millstones, cauldrons, pestles, delicate glassware, and more. The plantation employs five skilled pharmacists versed in testing soil conditions, pulverizing leaves, distilling tinctures, rolling cigars, and a wealth of other tasks to create the finished products exported across Nidal.
Entrance into the facilities is not barred, as workers come in and out fairly regularly to move crates to other building, deliver other supplies here, and other such tasks. However, because there is a larger concentration of people here than you have seen otherwise, Please give me a second Bluff, Disguise, or Stealth check to fit in and not draw too much attention within. You also spot an individual that some of the others refer to as Halvair, seeing a small set of keys hanging from the mans belt on a small leather cord. A Slieght-of-Hand check should do the trick.
Lastly of interest, you Halvair enter and exit a small side room on occasion, and as he passes through the door, locking it and unlocking it each time, you can see a bookshelves inside filled with notes and what seems to be logbooks. Gaining access to that without the key might be possible, but will require you creating a distraction or smooth talk your way in like you are supposed to be there on official business, (please give me a Disable Device check, and also one of the following: Bluff, Diplomacy, Disguise, or Stealth, this is in addition to the main Infiltration check which is just to get there).
Keep in mind you can only do one major act per location per phase, so individuals may either try to go for the key or try to go for the records room this phase. You may stay here for further phases, (such as to try to swipe the key now, then try to go for the records later).

Pregen Alias |
Infil: Stealth: 1d20 + 13 ⇒ (19) + 13 = 32
Zurznal slips back out of the warehouse and heads for the Production facilities. He carefully makes his way across the compound, but is surprised by the amount of traffic moving through here. He tries to keep moving, his head bowed and tailing behind other groups like he belongs. Briefly, he considers trying to disguise himself, but his proud heart recoils at the idea.
Stealth: 1d20 + 13 ⇒ (9) + 13 = 22
Figure we can knock two birds with one stone here.. but this is dependent upon group approval:
Intimidate: 1d20 + 9 ⇒ (19) + 9 = 28

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Rataji will walk in taking 10 on bluff twice for 29 both times
I will do both at once
Rataji will wait for fewer people around and approach the man and cast
lasts 8 hours
-Posted with Wayfinder

Pregen - Enchanter |

Stealth, take 10: 10 + 16 = 26
Stealth, take 10: 10 + 16 = 26
Shohiraj sneaks into the production facilities in the wake of Rataji, using the man's appearance as a distraction. She hovers near the door to the office, ready to take advantage of any opportunity to get inside.
Just holding until Rataji's spell makes short work of this. Hopefully he fails the save.

Cari - Loyalist Pregen |

Eramay moves to the production facilities. She attempts to act like a worker even picking up a random box in the warehouse to take with her.
Bluff: 1d20 + 7 ⇒ (19) + 7 = 26
She tries to talk to the workers while there and keep their attention on her and not the others in the group.
Diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9

GM Turmoil's pregens |

Thestil again disguises herself like a typical worker, trying not to draw to much attention to herself.
Take 10 on diguise for a 45. If other attempts to acquire the key fail, she will attempt to steal the key off him.
Sleight of Hand: 1d20 + 14 ⇒ (20) + 14 = 34

Falth, The Catastrophe |

Falth will utilize his invisibility spell to hopefully enter and exit the secret area with Halvair. While in there, he will do his best to figure out whatever is held within.
Super Stealth: 1d20 + 38 ⇒ (19) + 38 = 57HA XD

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Sorry folks, I got hit with having to teach a class tomorrow for credit, so will not be able to post tonight.

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So, technically you are only supposed to be able to tackle one issue at a time, (each), but that's a pretty good use of the ability, and I figure if the author didn't really take this into account, it's not the Player's fault, so what the hell. If the they fail their save, that is.
Will: 1d20 ⇒ 5 Yep, that will do it.
As your team begins to move into the Processing Facility one by one, getting into position and ready for whichever duty they had assigned themselves, Rataji waits for the opportune moment and simply walks up to Halvair when no one is directly around the man, and suggests a simple course of action. Halvair, at first looks at The Disgraced with a curious expression, but the power of his magic soon overwhelms the man's other desires, and the weak-minded fool does exactly what the mage mentioned, opening the locked door with his key, setting the key on the shelf, and then turning to walk out of the facility, likely to take the day off.
Not entirely sure what just happened, the rest of the team quickly, but stealthily makes there way to the records room and closes the door. The room contains professional logs tracking what finished products the plantation has produced over the past year. While potentially incriminating, it's not really what you where hoping for, though it's possible your benefactor might find the files useful. However. . . please give me a Intelligence, Knowledge (nature), or Linguistics check, and also a Slight-of-Hand check.

Pregen - Enchanter |

Int Check: 1d20 + 1 ⇒ (7) + 1 = 8
Slight of Hand: 1d20 + 18 ⇒ (11) + 18 = 29
Shohiraj looks over several of the inventory logs. "Interesting. Maybe it'll show the Consortium the kinds of profits that this group was able to earn under their noses." She shuffles a few of the papers around, flicking through them quickly.

Cari - Loyalist Pregen |

Eramay looks over the documents trying to read the various languages they are written in. "These could be useful. I'll leave it to the more skilled to slip them out of the room."
Linguistics: 1d20 + 10 ⇒ (17) + 10 = 27
Not trained in Slight of Hand

Falth, The Catastrophe |

Int Check: 1d20 ⇒ 14
Sleight of Hand: 1d20 + 5 ⇒ (1) + 5 = 6
"Agreed, hopefully they were worth the effort!"

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You are able to, working together, remove the important parts, taking only the relevant records that you can easily conceal on your person, but also discover one bit of particular interest.
These records document several special orders for strange medicines as well as batches of conventional medicines that had unforeseen side effects in the test subjects.
Hallucinogenic Gas: Diluted, this gas serves as a mild anesthetic. Concentrated, it is dramatically dulls all of the senses with long-term effects. Temarra ordered the entire batch be delivered to the manor with no further questions.
Sleeping Serum: This syrup of somnus root typically helps combat insomnia. More than five years ago, the pharmacists allowed a batch to steep too long (in addition to several other errors). The resulting fluid caused an even deeper sleep, but the test subjects began convulsing and screaming from night terrors they could not escape. One of the patients died from fright. Temarra ordered the entire batch delivered to the manor with no further questions. She has since ordered five more batches using the same failed recipe, all with the same destination.
But once you have the information you need, well, at least from here, now you need to get it out of here without being seen. It's a good thing that you brought Shohiraj and Eramay along, as the two manage to divide it up and stuff it in different places making it seem to vanish.
The set of keys you have acquired contains a few for the Processing Facilities themselves, but also another key you are unsure what it goes to.
So what's up next?
OOC, the Manor is probably last.

Falth, The Catastrophe |

"The Smokehouses seem to be the most efficient next move," Falth says as the group begins to part ways after hiding away the papers.

Pregen - Enchanter |

Shohiraj stuffs a paper into her boot, seemingly making it disappear. "Fine, Smokehouses it is. I say the Processing facilities after that since we have keys. I suggest we leave the residences and Manor for last as we may encounter the most people in those places."
The woman quickly heads out the door, amazingly silent as she goes.
Stealth: 1d20 + 16 ⇒ (10) + 16 = 26

Cari - Loyalist Pregen |

Eramay heads out of the Processing Facility carrying the random box she'd picked up earlier. She attempts to act like a worker who has been asked to take the box to the smokehouses
Bluff: 1d20 + 7 ⇒ (5) + 7 = 12

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Taking 10 on bluff for a 29
-Posted with Wayfinder

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As you begin to make your way out of the Processing Facilities, Rataji, Shohiraj, and Zurnzal all spot an very unfortunate sight, a Halfling woman named Joliryn, who they quickly explain to the others is another Aspis Agent they have worked with in the recent past, as they push the group back towards the shadows to keep from being spotted.
If she spots you, she would likely recognize all three on sight, and in this case, is not an ally. If she makes out the group, it might lead to questions, and the team being made. Joliryn, herself, steps out of the mansion, and begins to meander towards the group, checking some paperwork in her hands as she walks, for the moment lost in details of her work.
For the sake of argument, lets assume that she is somewhere between 30ft - 50ft away from you, heading in your general direction.
As she begins to get closer, you notice that the stack of paperwork she is carrying seems to be a small journal nearly exactly like the small assortment you just stole, both indicating that she has a bit of the research you need, and also suggesting that the good stuff is likely inside the Mansion.
Hmm, . . . decisions, decisions. Interacting with her is risky, but she seems to be carrying something you need. What to do?
* If you plan on remaining hidden, (avoiding her), please give me a Stealth or Disguise check from Rataji, Shohiraj, and Zurnzal.
* Attacking her will probably get you all caught, and even if you could manage to get her to follow you to a "dark alley", unless she never "wakes up", (PG-13 style), violence will likely leave a trail, if not make you an enemy. Likewise, mind-controlling magic may present a short term solution, but she will remember later, leading back to you and your employer.

Pregen Alias |
"Desperate Assassination During the irst part of this adventure, Zurnzal can attempt a desperate assassination to silence a witness and negate a strike against the party; he can only do this once, and it can only prevent the last strike that would call the guards. In order to negate this strike, Zurnzal must succeed at a DC 20 Stealth check."
I do not otherwise have any ideas, and really don't know what this is/ how it works..

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Cari - Loyalist Pregen |

Eramay moves next to Shoiraj and asks, What's the problem?"
Do Falth or Thestil have Slight of Hand? Maybe the three of us, since she isn't familiar with us, can follow her until she's a little further away from the mansion and distract her while grabbing the journal we want. One of those bump into and trip where papers from all parties go flying kind of distractions.

Falth, The Catastrophe |

Falth is more of a stealthy killer than a thief. He does not have sleight of hand, unfortunately :/

GM Turmoil's pregens |

I could always shap change to Halvir and see if maybe she would just hand them over?
-Posted with Wayfinder

Cari - Loyalist Pregen |

Thestil we could try that. If that doesn't work we can try knocking her out or taking her down the dark alley route. At least removing her for a while. I'm sure we can find a handy box to shove her in.

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You do have a little bit of time (1-2 mins max) to plan and discuss as she seems to be walking fairly slowly, meandering towards your general direction.

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I'm not really clear on what the plan is at the moment. I know that Zurznal has a back up, just in case. Did I miss it?

Falth, The Catastrophe |

I don't think we have decided, but my vote is to try the shapechange idea, then have Zurznal do whatever he has planned as a back up.

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I know a few folks are out for RL issues, but in hopes of keeping this moving, please remain active. (I understand I'm having some trouble with this as well, so not trying to be a hypocrite)
If no one says otherwise, I'm going to go with the "shapeshifting" idea.

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Since I know that Thestil is out of town for a bit, I'll just sort of gloss over this so we can move along.
The natural shapeshifter assumes the likeness of the head pharmacist, hoping that the mental suggestion to "go home" had stuck, and begins to approach Joliryn. His disguise works perfectly, despite knowing so little of the man, and he presents himself as if having been sent by the plantation owner Temarra to locate her, take the reports and send her to look into some suspicious workers around the greenhouses. She doesn't like it, but agrees.
Disguise: 1d20 + 35 ⇒ (16) + 35 = 51
Bluff: 1d20 + 19 ⇒ (15) + 19 = 34
Sense Motive: 1d20 + 12 ⇒ (3) + 12 = 15
At this point, there really isn't anything else to find, and even if you botch most of the involved rolls, it's not going to change the outcome, so I'm going to say you investigated the other sites off screen and are now moving onto the manor house itself. So, while we wait for the rest of the group to return, can I get everyone still here to come up with a plan for moving up to the manor. A cover story if needed, etc. . . The front door is locked, but you do p0ossess the key.
New map is up.

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This single-story manor is just elegant enough to entertain visiting buyers and just modest enough to let the owner leverage her humble means to demand higher prices. A 10-foot-tall wall, gate, and perimeter of shrubs provide considerable privacy from the rest of the plantation.
Flowering thorn bushes grow from elevated planters in this courtyard, whose central feature is a rectangular pond flanked by eyeless angels. Because the season for commercial visitors is coming to a close, Temarra has begun neglecting the upkeep of the plants here. About a dozen koi fish lazily circulate about the pond, and a handful of crows amble about the perimeter of the compound.

Falth, The Catastrophe |

"Does anyone have ideas about how to make it to the manor? Since we have different strengths, I propose we have one group go up front with a reason for entering, perhaps disguised as well, while another group sneaks in."