
DM Feral |

A gnarled beggar passes you in the street, begging for coppers. His grimy fist clutches a crinkled piece of paper, which he deftly slips into your palm before disappearing back into the throng of longshoreman, merchants, stevedores, and other pedestrians.
Join me for a few pints of the devilfish-head grog at the Saucy Wench. Sundown. Come ready to travel.
-Osprey
The Saucy Wench is one of the few permanent structures in the Grand Bazaar in the Coins District of Absalom. It is a four-story mead hall of ill repute and one of the famous seeker’s favorite places to disseminate secretive orders from the Society to its member Pathfinders.
You find Osprey sitting in the far corner on the first floor, his stubble-covered chin the only visible feature jutting from the shadowed cowl of his worn leather cloak. Seated with him are a handful of other Pathfinders.
Feel free to post a brief description of your character with your intro.

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Tall and broad shouldered Farg is rather imposing, his massive tusks and oddly shaped horns as well as the dark sheen of fur that covers his face and body indicate his orcish and fiendish heritage. The experienced tomb robber recently acquired a nasty looking Spirit Oni Mask which gives him an even more gruesome appearance.
As self confidence is not exactly one of his weaknesses Farg waltzes into the Saucy Wench making some arrangements with the Sauciest of Wenches before having a seat next to Osprey and greeting him like an old buddy.
So I hear you have some mead to shar?

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A plainly dressed tengu slips into the common room behind the loud tiefling, using the distraction to hide his own entrance. His form flits from table to table, as if constantly moving out of the way of larger, louder people. More copper pieces?! After passing the third table, his shoulders hunch down even more, and the tengu walks straight to Osprey's table.
"H-hi. I'm . . . Fek" He sits next to the tiefling, then gives him a quick look before staring at the floor. Lockpicks!
Move Perception to look through said backpack.
Perception: 1d20 + 22 ⇒ (19) + 22 = 41

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A short man, approximately 5'6" and 30 years old, opens the doors wide and strolls into the Saucy Wench, wearing gleaming mithral breastplate covered in a resplendent uniform coat bearing leonine figures, clearly identifying his knightly order. Without the armor and coat, he would be the kind of man no one looks at twice, but those with a warrior's eye can clearly see that his posture speaks of an harmonious blend of strength, balance and stamina.
Outside, one can briefly see a largely built, approximately 6'8" and 35 years old squire sporting an impressive red beard worthy of a dwarf's, sorting gear, putting away weapons and tending to a magnificent white horse with a silver-grey mane in chain barding adorned in the same colors and lion motifs as those worn by the cavalier. Several men who appear to be traveling merchants, their clothes still dusty from the road, quickly surround the large squire to clap him on the shoulders and invite him for drinks at nearby establishments... it appears the short cavalier and his large squire travel with an entourage or at least seems to be recognized as regulars by all these men.
After quite a long time, after being subjected and having fallen to many a distraction - his smiles seems to disappear and be replaced by annoyance when drinks are casually put in his face by wenches - the short knight spots Osprey and his diverse table of Pathfinders. He approaches and nods to everyone. As he sits Eagle Knights ranks can be recognized, sewn into his Order of the Lion coat sleeves.
"Preparations are underway. I'm listening."

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Elderly woman sits already at the table, sipping her tea while she observes the newcomers and druid who summoned them. Her graying heir neatly tied into a bun, and her dress is elaborate enough to look quite out of place in such an environment. As she puts down her cup, her unnaturally deep eyes bore into each newcomer in turn. Then she turns to Fek, with a faint smile on her lips.
"How do you do, Fek. Very nice to meet you. I am Drusilla D'Alazario of The Grand Lodge."
Then the unnerving eyes turn to Chaine and Farg. "I hope you two will look up to this gentleman here. He seems to have some manners - a quality so often lacking among our kind." Drusilla lets out a theathrical sigh, and has another sip from her cup.
"Well then, master Osprey. I hope you have a good reason to summon us into this unsavory place."

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@Chaine: What kind of equipment would Fek have seen in your pack? That's how he gets to know people :-)
"I, uh, forgot something outside." Fek walks past Drusilla on his way out. Hmm . . . lots of scrolls, she must be the magician. Once in the street, he takes a quick rifle through Chaine's belongings. On his way back to the table, Fek picks up a few more copper pieces out of habit.
Perception: 1d20 + 22 ⇒ (8) + 22 = 30
Sleight of Hand: 1d20 + 27 ⇒ (9) + 27 = 36
Perception: 1d20 + 22 ⇒ (15) + 22 = 37

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Manners ey? My pleasure melady...
Far rises and bows respectfully to the lady.
But while we're at it. You have yet to introduce yourself!

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Chaine smiles when he hears Silvermane neighing loudly at the approaching Tengu and hoofing the ground threateningly. Even in the absence of the squire and the half dozen men comprising his merchant caravan, Chaine would feel quite at ease trusting in the horse's training to watch his supplies and keep thieves at bay.
"Lady and gentlemen, I am Lance Corporal Chaine Alazario of the Eagle Knights. My men and my trusty steed are outside and are preparing for the journey. Forgive my manners Lady D'Alazario. The reason I was keeping things short is due to the location of our meeting and... the clandestine manner in which Mister Osprey contacted me in the streets earlier today. Your name his quite lovely, might I add," finishes Chaine, with a smile.
diplomacy: 1d20 + 14 ⇒ (12) + 14 = 26

DM Feral |

Except to sip his drink occasionally, Osprey remains relatively silent and immobile while the party files in and introduces themselves.
The moment Chaine's taken a seat, he gives the cavalier a cordial nod and begins.
“One of my field operatives, Eiastor Wyrn, has been traveling undercover with a small team of Aspis Consortium explorers. Recently, they found the fabled Drowning Stones and recovered from them a significant stash of a rare and deeply disturbing set of demon-linked stones. That was two weeks ago, and I’m starting to grow concerned. I was preparing a larger group of Pathfinders to track down the Consortium team and commandeer their stash, but this sudden change of circumstance prompts me to send someone immediately.”
Osprey leans in close. “If what we know about these stones is true, they cannot fall into the hands of the Aspis — do you understand? You’ll be going to the Mwangi Expanse.”

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"Sir, what do you know about these stones? and how can you communicate with Eiastor? The distance to the Mwangi jungles is considerable... what is our timetable here, and how long do we have in Absalom before our departure?"

DM Feral |

"I do not know anything for certain about the stones. I believe they are linked to Sif'kesh the demon lord of suicide. It's believed they have been involved in centuries of bloody sacrifices and mass ritual suicides. With the Aspis's proclivity for selling their finds to the highest bidder you can understand how important it is the stones do not end up in their hands."
"Eiastor and I have been in contact via magical sendings - powerful magic but limited on a daily basis."
"The distance to the Mwangi is vast but it's less vast by wing and via the ether it's only a blink away. I mean to transport you with a powerful scroll - worth a fortune but there's no price the Society won't pay to keep relics like these out of the hands of the Aspis. I intended to send you immediately after this briefing but if you need an hour or two to prepare I understand."

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"Understood. We have little time then, and while the rest of the team here gathers additional information, I will provide my squire a list of purchases."
Chaine rises and heads back outside. At the back of his mind, he tries to think about any noble bloodlines he might have encountered in his travels who would pay for such implements of despair and evil...
Knowledge Nobility: 1d20 + 12 ⇒ (4) + 12 = 16
list of purchases will mostly include potions, a heal stick or two, and other minor items... will put the final list in discussion thread tomorrow

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Well looks like you called on the right man! Cause Farg is always ready to go!

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"Very good, Mister Chaine. Well-mannered you are." Drusilla nods to the cavalier with a smile. "Are we related, perhaps? Which branch of Alazario's do you come from?"
But the woman's smile disappears as Osprey gives out the details about their mission. "Oh, gods... Mwangi Expanse! Why is it that they always send me to these gods-forsaken places. Never a mission within a sight of civilization... Oh well, whatever we must do to stop the Aspis."
Drusilla pauses for a moment, to sip on her tea, and to contemplate what he knows of demon lords, and Sif'kesh in particular.
Knowledge (religion): 1d20 + 14 ⇒ (19) + 14 = 33
"So we know basically nothing of the stones. What about the Aspis agents, do we have any information on them? Or do we just hope to stumble on them somewhere in the jungle?"
"And should we manage to retrieve the stones, what shall we do with them. Get rid of them? Or bring back here to be placed into that woman's dark archives?" she adds, with clear disdain in her voice.

DM Feral |

I think a couple of us are in the wrong timezone so to give them a better chance to participate I'm going to move things along now. I'll allow a small amount of retconned shopping if it becomes necessary.
"I am afraid I have no intelligence to share on the aspis team or their capabilities. The nature of sendings requires one to be brief. Eiastor must have felt the makeup of the team he infiltrated was not important enough to waste words on. If they're that deep in the Mwangi I would assume they're experienced agents. This won't be the rank and file Aspis that end up tripping over their own boot strings."
"Secure the stones. I'll be in touch as soon as I can to arrange for extraction. Where they will end up I cannot say. That's up for the Ten to determine."
***
After an hour of frantically collecting last minute supplies (with the help of Chaine's squire), the party returns to the Saucy Wench. Osprey wordlessly leads you downstairs into the tavern's cellar.
He quickly bolts the door and retrieves a scroll. "Hold on tight. This sort of magic is unreliable at times." Before anyone can ask what unreliable means in this instance he begins reading.
Blue light instantly fills the room and the basement blurs until it's completely faded from view...
A haze of crackling pops and blurring smears of light fades into dim shadow, and an assault of hot, sticky air that reeks of mildew and soil settles over the party. Canopied beneath an oversized tent, hammering sheets of rain slam against the thick canvas like the flapping wings of a huge, primordial beast. Drops *plink* into buckets scattered about the floor, while additional canvases lie draped over shipping crates and other supplies. Despite all effort, the rains soak through the tent, turning the dirt floor to a muddy soup crawling with roaches. A young man perches on a nearby crate, cloaked in a thick oil-canvas to keep dry. Cracking a wide smile, he raises his voice to speak, but his words are barely audible against the din.
"Take a minute for your stomachs to settle if you have to", the young man repeats as the din from the teleportation finally settles. "Discount extradimensional magic has its side effects."

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Drusilla keeps her eyes tighly shut until the dizzy feeling fades. "Don't you worry, young man. I've done this before.." she mutters, recalling one of her very first missions - that time it was Aram Zey who teleported her team into Bloodcove.
The tries to look dignified as she gets up, still a bit weak on her knees. Since she now feels stable enough, she takes a closer look at the man who spoke. "Eiastor Wyrn, I presume?"
Purchases before leaving: Wand of CLW (2PP), Scroll of Lesser Restoration x5 (750gp), Potion of flight (750gp)

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Farg slightly rattled by the teleportation experienceflexes is claws as he studies his surroundings.
Farg will aslo purchase a potion of fly for 2PP

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Purchases before leaving:
on horse and available for party use, upon request to Chaine (Chaine takes a good half hour familiarizing Silvermane with each party member as he may 'Guard' or 'Defend' each party member... when a party member asks, Chaine will say 'easy boy' and Silvermane will let the approaching party member grab the requested item from either left or right saddlebag -- items have been split down in the middle, half the amount on each side)
(taking 10 on Handle Animal for 24)
potion of endure element x10 500gp
potion of monkey fish x10 500gp
alchemist's fire x10 200gp
antitoxin x10 500gp
antiplague x10 500gp
healer's kit x3 150gp
waterskin x2 (water) 1gpx2
wineskin x2 (wine) 2gpx2
on chaine:
potion of carry companion x2 600gp
potion of reduce animal x5 1500gp
wand of cure light wounds 750
goblet of quenching x2 180gpx2
--> if there was logistical challenges bringing Silvermane in the basement before teleportation, Chaine had Silvermane drink a potion of 'carry companion'

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After gaining back his senses, Chaine asks Lady D'Alazario if she would be so kind as to carry his newly acquired Wand of Cure Light Wounds in case Chaine or his mount requires healing in the upcoming journey...

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With hushed tones, Chaine continues, "Honored to make your acquaintance Mr. Wyrn. The risks you have been taking are considerable."

DM Feral |

@Drusilla, Farg, and Chaine: Those purchases are fine. Is the squire coming along?
"Oh, no. I'm not Wryn - he's with the snakes still. The name's Dirch. Me and a few others keep the waycamp here. We're not quite experienced enough for the kind of fieldwork Wryn's up to."
"Mr. Osprey said you'd be coming. We're to fill you in with the rest of the details and make sure you're supplied. If looks like you've brought food and water, that's good. The jungle can make for tough survival and the Mwangi's no ordinary jungle. The local savages only make things tougher."
"Eiastor Wyrn's last message to the camp mentioned being just north of Rumawa territory - the tribe I mentioned that we're just on the border of now. If you follow the river you’ll get there. I don’t have good enough maps to get you there through the jungle, and walking through there is like being swallowed by a kraken — avoid it if you can."

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As an entity with no stats earned via Vanity purchase, I hesitate to bring the squire; what do you recommend?

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Squire will stay behind as I don't think I'll have enough food for everyone, and he's just meant to cover the mount's stable / food needs in towns...

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Yes, horse is a tiny figurine right now, so yes to raft; I knocked off a carry companion potion already - added a "stuff" spoiler tag in my header...

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Fek is very timid and insecure. He will almost always follow whatever lead the party sets, and rarely has questions for NPCs, so don't worry about pushing ahead if I haven't posted.
Fek tugs on the big man's shirt sleeve, "Umm . . . Mr. Chaine? I have some items too. Do you know if anybody can, uh, activate them?"
scroll of invisibility (3)
scroll of lesser restoration (5)
scroll of natural rhythm (3) Great for Silvermane if anybody can activate it.
scroll of silence (4)
scroll of spider climb (2)
wand of infernal healing (33)
wand of reduce person (44)
wand of cure light wounds (49)

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Natural Rhythm sounds great, especially if you can manage a streak of successful hits; if anyone casts this on my horse I will activate 'For The King' (swift, once per combat only, +3 competence bonus on all attacks and damage to all allies within 30 feet for 1 round) at the beginning of my turn before the horse goes... he will thus be at +12 on attacks and +8 on damage (then +9, +10, ..., +13) Also, Chaine is only 5'6" with a build similar to Tom Cruise's... 'not' a big man! LOL
The Lance Corporal turns to look at the Fek, and cannot suppress an involuntary checking of his belt pouch, "Ah, Mister Fek... alas! I have not the faintest idea. From the looks of them, Lady D'Alazario and Mister Farg appears to have some magic knowledge. This is a great idea Mister Fek. This would be a good time to compare notes and figure out who will apply healing if we get into a pickle..."

DM Feral |

Dirch leads the party outside the leaky tent out into the full force of the downpour. Outside a half dozen other novice pathfinders can be seen within the waycamp working, curing meat, gathering herbs, and fletching arrows.
"This way please. We've got a sturdy raft set aside for you. You'll have to push it along the water with poles but it beats fighting your way through the jungle", Dirch explains. "The river runs through the heart of Rumawa territory but there's no way around it unfortunately. If you can, avoid a direct confrontation with the natives. They can be a bit aggressive toward outsiders if you know what I mean."
Another novice approaches with a bundle of camping supplies which Dirch passes out to the party. "Good luck pathfinders. Osprey's counting on you."
***
So begins a bit of travel. The conditions are very hot so anyone not under an endure elements will be making fortitude saves on the hour. I'll save you the trouble of rolling a bunch of dice by rolling it for you but I need to know everyone's adjusted fortitude save. Anyone wearing armor takes a -4 penalty to this save. Every can also attempt a survival check (DC 15) grant themselves a +2 bonus to these checks (one survival check applies to the whole day). If you roll especially high you can grant this bonus to additional party members.

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@GM: Is the penalty for all armor or just metal? If it's for all types, I'll take off mine. And my save is +6, including the Survival bonus.
At the mention of aggressive natives, Fek draws and loads a tiny crossbow. Next, he builds a spot of shade on the raft and quickly disappears into it, only moving to occasionally fan himself.
Survival: 1d20 + 3 ⇒ (15) + 3 = 18
Survival: 1d20 + 3 ⇒ (15) + 3 = 18
Survival: 1d20 + 3 ⇒ (19) + 3 = 22
Survival: 1d20 + 3 ⇒ (3) + 3 = 6
Survival: 1d20 + 3 ⇒ (5) + 3 = 8
Edit: added more Survival rolls.

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Chaine uncorks a potion of endure element and passes three more to his companions.
"A toast to our good fortune, yes?" he extends his potion vial forward and wait for the companions to raise their glass as well. "Cheers!" says the knight, after which he quaffs his potion entirely in one fluid motion.
"Remember agents: a team is only has strong as its weakest link. By ensuring we are all strong, and by looking after each other, we stand a better chance to succeed. Now, what do we know about the Rumawa?"
Knowledge Local: 1d20 + 12 ⇒ (13) + 12 = 25

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I hate the Mwangi... Farg heaves as he wipes sweat from his matted fur.
Farg's survival modifier is -2 so if you really want I'll roll it 6 times but it won't do us any good. Farg's modified Fort save is +3 due to -4 from armor.

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Before the party sets off, Drusilla changes into her hot weather outfit. She politely declines Chaines offer for potion, telling him it's best to save them for later - for cases someone gets a heatstroke.
"I think we should avoid travelling during the hottest hours of the day - best to move early in the morning and in the evening"
With the hot weather outfit, Drusilla's fort save bonus is +11
Untrained survival: 1d20 + 6 ⇒ (6) + 6 = 12
Untrained survival: 1d20 + 6 ⇒ (15) + 6 = 21
Untrained survival: 1d20 + 6 ⇒ (7) + 6 = 13
Untrained survival: 1d20 + 6 ⇒ (20) + 6 = 26
Untrained survival: 1d20 + 6 ⇒ (18) + 6 = 24
Untrained survival: 1d20 + 6 ⇒ (12) + 6 = 18

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Chaine, how many days do you intend to cover the whole party with endure elements? The potion only lasts 24 hours and this trip is multiple days.
I have no idea how long this trip is... I'm just trying to help! How long is this trip? if I would have had some intel I would have purchased accordingly i.e. if you allow for a retroactive purchase I will buy as many as we need... out of character it 'would' help if people pay for their own things because that's coming out of my character's gold pile, but 'in character' Chaine is generous and friendly and in theory could be 'exploited' in covering the party for the entire trip....

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First day spent 4 potions so everyone covered first day

DM Feral |

Okay.
The hours are long but the first day passes without incident. It's hard work pushing the flat-bottomed raft along and the jungle's enormous insects are merciless but Chaine's potions keep the worst of the heat from getting the party down. When the sun begins to set the party finds a relatively dry patch of shore to beech their vessel and make camp for the night.
Day 2. Is Chaine passing out potions again?

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Before the party sets off, Drusilla changes into her hot weather outfit. She politely declines Chaines offer for potion, telling him it's best to save them for later - for cases someone gets a heatstroke.
"I think we should avoid travelling during the hottest hours of the day - best to move early in the morning and in the evening"
"I think it's a great idea, Lady D'Alazario. How about we push through the night until dawn and look for a shady spot to hunker down before the hot hours begin? Night has also less insects, in my experience... All three of you are gifted with night vision, besides, so you will have no trouble poling down the river. With luck, if the site is not too far, we may have a chance to get there early... What say you all?"

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I missed the fact that Drusilla was declining the endure elements.
[dice=Drusilla Fort Saves]8d20
It's taxing but Drusilla endures the heat without any major problems.
Is Chaine proposing that the party force march through the night?
If night is cooler yes

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ok, nevermind then; since we don't know anything about the trip duration other than it's longer than one day (which is now obvious) Chaine is going to take one potion a day from now on; we knew from the get go that this was a jungle adventure, hence my (quite costly) preparation. But without a cleric or anyone that can cast these low-level spells, it's all I have to sustain this cavalier in armor and shield and with a resplendent coat in the jungle! ;)

DM Feral |

Survival: 3d20 ⇒ (14, 10, 17) = 41
Fort Saves: 3d20 ⇒ (12, 10, 2) = 24
When the afternoon rain begins (bringing the temperature down from unbearable to only sweltering) the party packs up camp and climbs back onto the raft. Without Chaine's potions the heat is intense but the party endures.
An hour into their travel the scenery changes noticeably:
The forest beyond quickly darkens into an endless void of shadowy leafy claws. Impossibly tall trees stretch up into the sky, as if strangling the sun into fragments of amber that slip between their angry branches. The ground below is barely visible beneath a carpet of thick green shrubs and mosses. The lush vegetation grows right up to the water, obscuring the stream banks. The waters run slow, dark and murky with rich black sediments from the recent rains. Loud drumming rises from the surrounding darkness.

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"Thank you Fek. Prepare yourself, just in case..." Chaine readies his shield and retrieves a flask of antitoxin.

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Kn. (religion): 1d20 + 14 ⇒ (7) + 14 = 21
Perception: 1d20 + 16 ⇒ (2) + 16 = 18
Drusilla motions the others to be silent for a moment, and listens the sounds from the darkness.
"Do you hear that drumming?" she whispers. "It is a signal of some Mwangi tribe. They expect us to offer a sacrifice to the tribe's animal totems. A a freshly slain game thrown into the river."
She studies her travelling companions for a moment. "Does any of you have skills in hunting? I think it's best if we try to please the natives"

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Chaine looks at Fek's crossbow... :)