| Dungeon Master S |
Please feel free to dot. I'm not sure who I've played with before, but I tend to post 7 days/week, 4-5 per day. During Gameday I'll still be 7 days/week, but likely only 2-3 times daily. Also, I'm running in a massive relay race this Friday and Saturday (about 200 miles or so.) I'll be dead to the world until Sunday, so I'll make the first in game post then. Feel free to dot, and I'll see everyone then!
| Dungeon Master S |
Sorry for the delayed start. I finished the race, and I'm sore as hell, but by Caydain we did it! I'm back and ready to go at my normal posting rate.
After receiving your missive in Absalom, you've made your way to The Sandswept Hall, the Pathfinder Lodge in Sothis, run by Venture-Captain Norden Balentiir. The missive was FAR more secretive than normal, and you know next to nothing as to your purpose here...
Balentiir shutters of the windows in his second-story office overlooking the lodge’s tranquil gardens and seats himself behind his writing desk. He nods and introduces a thin, aging Garundi man in an ornately bejeweled and feathered turban. “This is Amenopheus, the Sapphire Sage. I trust most of you know of him already. If you don’t, know that he has served both the Ruby Prince and the Pathfinder Society for many years, uncovering vast troves of lore from Ancient Osirion and mentoring some of our finest agents. He recently approached my colleagues and me with a request for assistance, and the Society has agreed to step up and aid its ally. The arrangement is, in fact, rather mutually beneficial.” He nods to Amenopheus, signaling the elder man to speak.
“Faithful servants of the past, I bid you greetings,” the wizened sage says with a shallow bow. “Our esteemed ruler, the Ruby Prince, recently released me from his service, which has freed me to learn more about a little-known organization to which I belong: the Jeweled Sages, protectors of Osirion’s history and chroniclers of its past glories. Quite by accident, I found myself initiated into this group, and have long believed myself to be its sole surviving member. Each sage in the group possesses a unique jewel—a priceless artifact that contains memories of Osirion’s golden age.” He pauses as if considering how to express his thoughts “For many years, I have sought news of any other members of the Jeweled Sages. My agents recently learned of the Diamond Sage, whom they traced to the city of Eto in the Osirian Desert. At the same time, I received word from a reliable source that several other jewels in the vicinity. I ask that you travel to Eto, negotiate with my contact in the city for his assistance, and then use what you learn to find the Diamond Sage and these lost jewels.”
Venture-Captain Balentiir frowns and adds, “This contact has tried to remain anonymous, but we suspect he is none other than Grandmaster Torch. If you’ve heard of him—or worse, met him—you may know trading favors is his signature. Regardless of Torch’s past treacheries, we need you to deal with him fairly for the information. There is a caravan leaving for Eto in a few hours, so don’t delay, and keep any questions to the point.”
| Dungeon Master S |
Venture-Captain Balentiir sighs heavily. “The man is a charming devil to be sure. He always plays one side of a deal against the other, and usually ends up ahead. You’ll recognize him by his burn scars. He suffered some injury that never seems to heal. Whatever you do, never fully trust him.”
Flyndal Danwrick
|
"Ah, pity to leave Sothis, so soon. I trust the caravan is well supplied? Will we need anything else for our journey across the desert? I’ve a few trades in the works – I can make a few more, if we have need."
Picking up a Merchant’s License for Sothis
Acquire a merchant’s license in a city other than Absalom with a population of 5,000 or more. Doing so requires spending 25 GP per character level and succeeding on an Appraise or Profession (merchant) check with a DC equal to 15 plus your character level. If you exceed the DC of the check by 10 or more, you instead receive the license for free. Whenever you are in that city, you may purchase all mundane items at a 10% discount.
Profession (Merchant) | DC 19: 1d20 + 9 ⇒ (15) + 9 = 24 Woot! Price: 100GP
Desh Greyskin
|
Does Desh know anything helpful about Torch that might help us find/deal with him?
Knowledge (Local): 1d20 + 3 ⇒ (9) + 3 = 12
Also, what are these past treacheries? I don't know, though it sounds like it's something Desh would know about.
Desh listens with his usual quiet intensity, mostly just curious to see something outside of the forests, rivers, and plains around the Emerald Spire.
Chris Marsh
|
Desh can't recall specifics, but everyone knows about Torch's history of making everyone, including and especially the Pathfinders, for his services. He's also pulled the rug out from the Society before in keeping something promised or selling it elsewhere.
-Posted with Wayfinder
| Dungeon Master S |
As you prepare to leave Amenopheus pulls a weathered stone from his robes and strikes it once against the wall to break the stone into two crystalline geode halves. He hands one piece to you, “If you find one of the jewels of my order or the person known as the Diamond Sage, I ask that you contact me. Concentrate on the stone and speak a message of a few dozen words. I will hear you and respond with further instructions. It will only work once, so keep it safe.”
The immense rock walls that ring Eto rise from the horizon like a shimmering mirage that gradually sharpens into focus. The city sits inside an elevated crater with sheer, weathered sides broken only in two places by heavily guarded gates. Long lines of caravans wait in a meandering queue awaiting entrance as officials search their cargos for contraband and calculate taxes. Water sellers, food vendors, and guides march up and down the lines peddling their wares and services to the visitors. Beyond the gates, the main thoroughfares fan out around the various districts of the city before dwindling into the dozens of pathways that flow through the bazaar like the delta of the great River Sphinx.
The caravans in front of you are going through a somewhat thorough search. If you want to hide anything, now is the time...
Kohinoor an-Gul
|
Kohi looks at the searchers searching the caravans before them, her face serene. "I have nothing to hide here." Her face shifts a bit, as if remembering something important. "Desh, Narad. Should we conceal that gem?"
Flyndal Danwrick
|
"They'll likely charge us a tariff on anything shiny... though I'm not sure of thing’s value, as a rock..."
Appraise: 1d20 - 1 ⇒ (14) - 1 = 13
| Dungeon Master S |
The "rock" isn't much of a catch, but it's markings make it.... interesting.
Desh Greyskin
|
”My gut says it could be a problem.” He shrugs, ”I’d think it’s easier to hide it than explain it away … and I sure don’t wanna pay no taxes on it.” He looks at Narad, Garrett, and Kohinoor, ”So if you three think you can convince’em that it’s just a rock, be my guest. Otherwise, I say we hide it.”
Can we have Narad take 20 on Stealth to hide it?
Narad, Rogue
|
Puzzled, but nonetheless cooperative, Narad complies: "If you insist."
Neither Desh nor I have Sleight of Hand trained. *Shrug* I'm Silver Crusade; why would I hide anything? :-)
Dex check, if allowed: 1d20 + 5 ⇒ (9) + 5 = 14
| Dungeon Master S |
When the caravan leader gets to the gate, you can hear him mention that you are guests in his caravan. This prompts a rather bored looking Garundi man to approach. He introduces himself as Manu and begins making a skilled, but not overly thorough search of your belongings. He asks you questions as he searches, where are you coming from, what brings you here etc...
in the interest of PbP efficiency, you guys know what skill is what. If you post conversation with Manu, include the appropriate skill roll.
| Dungeon Master S |
No, specifically responding to the inspectors small talk.
Flyndal Danwrick
|
Flyn’s not too keen on telling strangers what he’s up to, but we really don’t have much to hide, right?
Flyn makes a show of casting a greedy eye at the passing vendors as the Manu approaches. "Flyndal Danwrick at your service – we come from Sothis, on request of a client to find his lost friend." He squints at the burning sun above them, and continues. "Likely as not to find bleached bones, if we find him at all, but the coin is good, and I've got no more profitable leads, at the moment."
Narad, Rogue
|
"Good day, inspector. My name is Narad. I am an explorer for the Pathfinder Society." The rogue gestures at the wayfinder around his neck.
"Before we departed Sothis, my companions and I completed three expeditions within the Echo Wood--in the northwestern area of the River Kingdoms. Perhaps you've heard of the Emerald Spire? We were tasked with exploring some of its many levels. We encountered monstrous vermin, an evil cult, and strange walking bone creatures. I would not recommend going there on vacation!"
The naive human then empties his backpack, regaling the inspector with an anecdote for each item:
- "If it wasn't for this rope, we never would have escaped the [...]"
- "Even with these fine tools, I couldn't disable the trap that nearly [...]"
- etc.
Narad tells the truth about everything. He omits any details about the geode tucked into the back of his belt.
Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18
Anybody want to aid another or try their own social checks?
| Dungeon Master S |
Don't forget to make your roll, sounds like Diplomacy @Flyndal.
Flyndal Danwrick
|
Don't forget to make your roll, sounds like Diplomacy @Flyndal.
Oh, Okay. I was just going for direct answers (if not as detailed as Nerad’s.)
Diplomacy, AA Narad: 1d20 - 1 ⇒ (16) - 1 = 15
Flyndal waves Narad away with a dismissive gesture. "Hey, now – don’t assail the poor man with tales of your whole life. We’ll be here all day, at this rate."
Narad, Rogue
|
"Perhaps you're right, Flyn," Narad nods trying to consider the inspector's temperament.
Sense Motive on the inspector: 1d20 + 1 ⇒ (13) + 1 = 14
Why is he bored? Is there something we can offer him to help pass the time?
Looking at the bored Garundi man, "You're welcome to go through all this in silence, if you wish..." Narad gestures at the small field of tools, vials, parchment, and goods lying on the ground. Then the rogue stands, takes a step back, and smiles.
| Dungeon Master S |
The roll helps with how the tone comes out.
The man just seems to be bored on account of the repetition of his job. He's never heard of the emerald spire, and he's unimpressed with the chitchat, but looks to the others in your party to see what you add.
Desh Greyskin
|
Desh—in his always helpful way—gives the man a big ole Desh smile ... which is more or less just a baring of teeth.
"They make you do all the grunt-work, huh?" Desh says, trying to distract the man from his work. "No rest for honest working folk."
Diplomacy, Aid Another: 1d20 - 1 ⇒ (17) - 1 = 16
| Dungeon Master S |
The doorman answers with a grunt as he rifles through your belongings. "Yeah it's bad, but I appreciate you at least getting that and not yelling at me... you guys are pretty stand up. I'm almost done my shift though. Perception: 1d20 + 10 ⇒ (18) + 10 = 28 heyo, what's this? You hiding something?" he withdraws the stone and stares at each of you, awaiting an explanation with an eyebrow raised. He doesn't look mad, mostly just questions. "Looks Osirion and I'm guessing you guys know the rules.."
He waits patiently.
Kohinoor an-Gul
|
Kohi speaks up from her seat behind the talkers. "Actually, my friends and I aren't from around here, and we weren't aware of any such rules. We were just given this stone not but two hours ago, and were only told that it would be helpful to our mission. We have no desire to steal from Osirion, especially without...permits? Yes, especially without permits." She smiles at Manu, pulling out her holy symbol. "I swear by the morning light that this stone will be returned to this city when we've finished our mission. Is there anything I can do to persuade you of our honest intentions?"
Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28
Aid Anothers, please? May need to rock this one harder to put it in the books.
Garrett Goodleaf
|
Aid Another Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13
Garrett had hitherto remained quiet, which is very much not in his character, but at this point he steps up with a small. "Indeed, goodsir Manu, the lady speaks truthfully. We do not seek to violate any laws or regulations of this great nation." He bows deeply, then on a whim removes his journal, ink, and quill. He licks the tip of the quill as he looks over Manu for a moment, pondering... He then dips the quill into the ink and begins to scribble away, speaking aloud as he does. "Upon their arrival Eto, they were approached by the dutiful and attentive Gate Guard Manu; a handsome Garundi man of impressive size and keen of eye. He clearly is a man of renown for holding such an honorable position as his; Gate Guard Manu is the first representative to greet the common folk upon their arrival at the ancient, wondrous Eto. No mere common soldier or guard would be appropriate. I have witnessed that the wise rulers of Eto have indeed selected to best man for this position." Without looking to see how Manu reacts, he blows upon the ink to help it dry...
Desh Greyskin
|
"Truth," Desh mutters as he leans back against the near wall, "First time I been outside the River Kingdoms or Absolom. Didn't know nothin' about any rules."
While he watches Garrett begin writing, he pulls out a strip of trail jerky and begins gnawing on it. When Garrett begins to put away his journal, Desh raises his eyebrows.
"You should see what he wrote about me," he growls, "Then there's Desh ... a half-orc." the half-orc looks back at the guard, "Not a bad way to be remembered, what he wrote."
Diplomacy, Aid Another: 1d20 - 1 ⇒ (5) - 1 = 4; aaaaaaand crap
Flyndal Danwrick
|
"Looks Osirion and I'm guessing you guys know the rules.."
"We really weren’t informed of any particular rules, and as far as I know, it’s just a rock with some shiny bits inside. Pretty, but worthless to anyone but us — but that doesn’t mean light fingers wouldn't find it an easy target. We do, of course intend to obey your laws, Mr. Manu. To what rules do you refer?"
Sense Motive: 1d20 + 4 ⇒ (9) + 4 = 13
Does Flyn think this guy is they type to take a bribe, or take offense at the offer?
| Dungeon Master S |
"Yeah, you guys seem descent types, I'll buy it. Look, get inside and please don't cause any trouble. You're the only reasonable people I've dealt with all day and I don't want to end it on a bad note."
And with that, you're through.
He yells back at you once more, "If you need anything I'm your man, just remember that my day job doesn't exactly pay."
No one asked about finding Torch, so I'll take a Gather Information diplomacy.
Narad, Rogue
|
Gather Information via Knowledge Local: 1d20 + 9 ⇒ (10) + 9 = 19
Duration in hours: 1d4 ⇒ 4
The rogue thinks he might have heard about a couple of people in town who would be interested in the comings and goings of an infamous information broker. He tries to find them and see what they know.
"Any new 'players' in town lately? I've heard this one has unique scars and travels with half-orc bodyguards."
| Dungeon Master S |
Narad asks around, doing his thing. It's really not that hard here, but Torch is a bit...slippery. The place you're looking for is The House of the White Uraeus.
It is a two-story, whitewashed stone structure located in one of Eto’s more upscale districts. A large brass plaque above its door depicts a snake with two “necks” that split from its body, each with its own head. The servants that manage the inn wear immaculately clean clothing and maintain a quiet but cheerful facility. Grandmaster Torch is nowhere to be seen, but a half-orc bodyguard sits in the common area scanning the room. He stands and approaches you as you arrive, looks you over, and with a grunt waves for you to follow him further into the building.
Although its exterior is unassuming, the interior of the White Uraeus is richly decorated with panels of gold-veined marble and bubbling fountains in secluded courtyards. Cool breezes carry the scent of blooming desert flowers throughout the clean halls. Two half-orcs keep watch outside one set of closed doors. After a moment inspecting the visitors, they pull open the doors to reveal a tiled bathing chamber beyond.
“Welcome to Eto, Pathfinders,” rasps Grandmaster Torch as he lounges in a steaming tub. “I didn’t imagine we would meet again under such heart-warming circumstances, yet the White Uraeus certainly knows how to make a traveler comfortable. What can a humble secret monger such as I do for you?” he asks as he leans forward in the tub and flashes a knowing smile.
I was remiss in the amount of information I gave you guys on Torch. He has screwed the Society over plenty of times, but he HAS really done it. During the end of the days of the Shadow Lodge he even directed violence against the Grand Lodge.
Narad, Rogue
|
The human grits his teeth, remembering the mission, and speaks: "Amenopheus said that you have information about some very unique jewels. Venture-Captain Norden Balentiir admonished us to deal with you fairly. I admit my trepidation at even being here; your reputation precedes you." The rogue tries to appear relaxed, but he cannot help but flex his fingers near the weapons at his hip.
Such a hostile stance (having his hand near his weapons) is very, very unusual for Narad. He clearly anticipates trouble, but he won't be the first one to cross the line into combat. He is a loyal Pathfinder, and orders are orders.
| Dungeon Master S |
Grandmaster Torch politely brushes off Narad's posture and focuses on business. He nods amenably, “Amenopheus may have overlooked the fact that he owed me several favors before I ever asked for his help, but I don’t mind extending a discount to repeat customers,” he remarks with a rasping chuckle as he snaps his fingers to summon one of his bodyguards, who arrives carrying a folded piece of paper. “Let’s see what’s on today’s schedule,” he murmurs as he examines the paper’s contents. “Yes, all of this will do. Consider this my price—all of these tasks completed to my satisfaction in return for what I know of the sages’ jewels. Do we have a deal?”
Flyndal Danwrick
|
"That's a lot of running around, for so little promised." Flyn says flatly. "What kind of information do you have on the jewels? General location? Specific location? Whatever you might know doesn't exactly motivate a body to go running around this cursed desert."
| Dungeon Master S |
"I assure you, you'll be happy with the information once you've earned it."
Flyndal Danwrick
|
"Promises? Surely, you can do better than that. Or perhaps your reputation for hoarding secrets is little more than exagerated boasting?"
Sense Motive – Is this guy scamming us?: 1d20 + 4 ⇒ (3) + 4 = 7 I'm including a Favored Enemy bonus vs Humans – that's appropriate for any half-human class, right?
7? Oh, this guy’s legit.
| Dungeon Master S |
You know that Torch tends not to screw over the little guy, just the Powers that Be. Still, wise is the Pathfinder who takes Torch with a healthy dose of skepticism.
Narad, Rogue
|
With a derisive snort, Narad exhales:
"Trust..."
"You?"
"I know people who were in Riddleport when they caught the Spider..." Narad's face reddens.
"They're not just field agents; they're my friends!" His hands clench into fists.
"And you betrayed them. You... betrayed... all... of... us!"
The rogue takes a deep breath. He clutches his wayfinder in one hand and feels the weight of his holy symbol of Sarenrae in the other. "The Everlight encourages temperance and patience in all things." Narad silently prays to himself while his hands shake with barely-contained anger.
Just having some RP fun while waiting for the rest of the party to chime in. :-)
| Dungeon Master S |
Torch's destroyed face betrays nothing at Narad's rage. The burns are the same livid purple and red, but you could swear they flush with emotion he can't fully hide. If you only knew....
He coughs once to break the rising tensions, "I'll give you exactly what you're looking for. You give me what I'm looking for first."
Garrett Goodleaf
|
Garrett looks in awe at the legendary Torch, the man responsible for so much discord within the Society... Stories claim that he once had the best of intentions for agents of the Society; however, his recent actions seem to speak otherwise. Despite the others' brusque demeanors, Garrett approaches Torch with a mixture of respect and suspicion. After all, he is there to document everything he sees while journeying with his comrades without morals clouding everything. "Narad, please, remember our mission at hand. We must push our personal feelings aside, for now. Master Torch, perhaps you could give us some collateral as a show of faith that you will maintain your agreement. I understand you are an incredibly busy man and we do not have extra time to track you to your next destination should you be called away while we handle your requests."
Diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18
Desh Greyskin
|
Desh, who’d been his usual quiet self through the interview, shoulders roughly past one of the half-orc guards—giving him a feral smile along the way—to look down at the list.
Does Desh know anything useful about the following?
Ionacu Lozar
Knowledge (Local): 1d20 + 3 ⇒ (16) + 3 = 19
Madam Zelekhati or the Dancing Dunes
Knowledge (Local): 1d20 + 3 ⇒ (14) + 3 = 17
Hundredfingers gang
Knowledge (Local): 1d20 + 3 ⇒ (7) + 3 = 10
If Desh has any qualms about working with Torch, he doesn't show it. On the other hand, it's Desh.