[Freelance Forge PFS] #7-21 The Sun Orchid Scheme (Inactive)

Game Master Mike Kimmel


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FF 1-02

The salty air of Aspenthar’s port yields to delicate perfumes and incense as a servant leads the way into an elegant townhouse. Another servant serves tea in Tian porcelain, offering the first cup to Lady Gloriana Morilla and the second to a regal woman wearing a colorful headscarf and a striking gold necklace.

“At last, our team has arrived!” Lady Gloriana announces, gesturing to the other teacups. “Please help yourselves. Allow me to introduce Lady Ziralia, eldest daughter of Aspenthar’s liege, Prince Zinlo. She has requested the Society’s services for a rather intriguing project."

Lady Ziralia nods. “Thank you for the introduction, Lady Morilla. As it happens, I am here today on behalf of Pashow, not Aspenthar. Like Thuvia’s other cities, Pashow relies on the sale of sun orchid elixir to fuel its economy. Unfortunately, the last two batches destined for Pashow’s auction house were lost to mishaps with teleportation magic. Emir Guldis has borrowed money to keep the city afloat, but Pashow cannot afford to lose another shipment. Magic failed the last two times, so I’ve petitioned Guldis to transport the vials in person, as my father does. I rallied enough public support that the Emir was forced to see reason, and he began building some armored convoys and training guards to escort them."

“Guldis has entrusted me with looking into his transport’s total security. Our interactions have been somewhat tense of late, and his full motives for choosing me for such a sensitive task are not yet clear. Nonetheless, the task at hand takes precedence over idle speculation. If this shipment is lost, Pashow will suffer greatly, and I respect the weight of my responsibly in preventing that fate."

“The Emir plans to send the transport on a practice run from the Citadel of the Alchemist to Pashow with a decoy elixir. Your job is to perform reconnaissance, plan an ambush, and raid the transport. To best assess the transport’s vulnerabilities, we are treating this exercise as a genuine heist. The guards don’t know they are being tested, so they will respond to you as they would respond to a real thief trying to infiltrate their operation. They do know that Guldis appointed me as his auditor, however, so my direct involvement will be limited. I am here to offer advice, monitor your strategies, note any security flaws you manage to exploit, and report back to the Emir. I will counsel you as best I can, but you should approach this heist however you see fit. I understand that this is an unusual mission, but Pathfinder agents are well known for their resourcefulness.”

Please introduce yourselves and feel free to ask questions!

Grand Lodge

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Male Dwarf Ranger 1; NG; HP 12/12; AC 16 (t 13, ff 13), +4 AC vs. Giants; F +4, R +5, W +1; CMB +2, CMD 15; Init +3, Speed 20 ft.; Heavy Crossbow, 2-hand, +4, 1d10, 19-20/x2, Rng 120'; Point Blank Shot; Traits: Easy Way or the Hard Way, Tireless Avenger

A weather-beaten dwarf sits, eyeing the teacups with a look of suspicion. He does not drink yet, but does sit, placing the mother of all crossbows across his lap and poses his concerns...

"Permit me to introduce myself, I am Darvful. I have some concerns, which if I may, I state openly and with no malice or intent to insult intended. If I understand correctly, the guards will react with lethal response to us as if this were a real raid, to which we may have to respond in kind for our own safety.

This does not sit well with me.

These guards are innocent and uninformed, yet we may have to maim or kill them if we are to be successful in our assault. What assurances do we have that this act will not result in us becoming the hunted... hmmm? Or are you asking us to fail in our assault in order to convey an image of success in the transport's security measures to your lord?"

Liberty's Edge

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Male Sylph Rogue (unchained) 1; HP 9/9; AC 16 (t 14, ff 12), +2 AC vs. nonmagical ranged attacks; F +1, R +6, W +1, +2 vs. [air] or [electricity] effects, or electricity damage ; CMB +0, CMD 14; Init +6; Speed 35 ft.; Perception +5, darkvision 60 ft.

A lithe humanoid with milky eyes and pale skin traced with faint blue sigils listens to Ziralia intently. His armor and weapons are light, and his shoulder-length silvery hair rustles gently in a barely perceptible breeze.

"Pleasure to meet you, Princess. My name is Enlil, and I must say that when I accepted this job I did not expect to be executing a heist, but I do believe my skill set might benefit this mission well. I'm curious about you and your father's interest in maintaining stability in what I understand is a rival city-state, though. Why are we speaking with you, rather than Emir Guldis? On an unrelated note, do you know what happened to the previous shipments?"

The outsider turns to Darvful. "I second your concerns, for our own safety as well as those of the unsuspecting guards. On the other hand, though, I'm confident that with proper preparation, we can pull off this little stunt with little to no bloodshed." He looks back to Ziralia. "Any recommendations on how we can go about making these proper preparations?"

Grand Lodge

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Male Dwarf Ranger 1; NG; HP 12/12; AC 16 (t 13, ff 13), +4 AC vs. Giants; F +4, R +5, W +1; CMB +2, CMD 15; Init +3, Speed 20 ft.; Heavy Crossbow, 2-hand, +4, 1d10, 19-20/x2, Rng 120'; Point Blank Shot; Traits: Easy Way or the Hard Way, Tireless Avenger

*chuckles quietly to himself in his head, always amused at Enlil's confidence, sure in his knowledge that something always goes wrong...*

The only physical evidence of his amusement are his twinkling eyes and a wry smile upon his lips.

Sovereign Court

Human Former naval officer 1; 11/11 hp; Init +7; AC 18, touch 12, flat-footed 16; CMD 14; Fort +3, Ref +4, Will +0 (+1 vs. fear); Perception +6

Darvful, bold typically is used only for spoken material in PBP. Italics typically are used for thought or things others can't see.

A stiff human gives a stiff bow as Ziralia is introduced.

"My Lady," he says, presenting an odd picture. His clothes -- a blue and green coat cut in naval fashion -- are fine, but clearly worn, with several threads sticking out despite obvious attempts to maintain them. A longsword at his hip clearly also is worn, though appears to be in more working condition.

"My companion raise good points, my lady," Daverin says, wincing as he takes a cup of the tea. "While I accept the risks of this mission for myself, I would be loathe to hurt those who are simply doing their job."

Grand Lodge

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Male Dwarf Barbarian 1

Hol'Tos accepts a teacup, but is clearly not used to such sophisticated things and appears unsure how to drink from it properly for a moment before using an all around grasp and drinking half the liquid in one gulp. Some of the tea spills down into his carefully braided beard and onto his tunic. All his clothes look well maintained but have seen some miles and don't appear to have been bought for fashion; they are practical clothes in dark earthy colours. currently his greatsword rests in it's sheath on the ground to his right while his shortbow and quiver rest to his left.

"I also share these concerns, if we hurt or kill many of those responsible for transporting the fake exilir, there will be less guards to protect the real one."

Liberty's Edge

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Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

"An ambush? says a stocky boulder of a man. "Like the Thuvian cougar-rat? That's great!" he laughs. "The thuvian cougar rat is a master of hiding, and when its prey comes close WHAM! It pounces on them!" He gets more excited talking about the rats, but pauses as the three-horned beast next to him opens its mouth to grunt. "No. They're no danger to us. Fortunately they are pretty small so their prey is usually the red-back beetles, or sometimes small birds." Looking around the table he hears the other's concerns. The triceratops grunts again. "Right, right. People-people at risk." Then sips at the offered tea. "Or the peregrine, they ambush without even hiding. So cool," he whispers into the cup.

When the other questions have been answered he offers what he knows about the area around Aspenthar and asks the princess about the route in particular. "I hope we get to see a Thuvian cougar rat. That would be so cool!"
Kn (geography): 1d20 + 6 ⇒ (18) + 6 = 24 Kn (nature): 1d20 ⇒ 12

Grand Lodge

Male Dwarf Ranger 1; NG; HP 12/12; AC 16 (t 13, ff 13), +4 AC vs. Giants; F +4, R +5, W +1; CMB +2, CMD 15; Init +3, Speed 20 ft.; Heavy Crossbow, 2-hand, +4, 1d10, 19-20/x2, Rng 120'; Point Blank Shot; Traits: Easy Way or the Hard Way, Tireless Avenger

If that's everyone, I guess we are all looking towards the GM in hushed anticipation! ;)


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FF 1-02

Lady Ziralia nods thoughtfully as the Pathfinders lay out their questions and concerns.

"To be quite honest with you, I am uncertain of Emir Guldis' reasons for entrusting me with this matter. Our relations lately are a... delicate matter. If you prove your ability to exercise discretion and subtlety during the tasks I have laid before you, perhaps we can discuss the situation further. Unfortunately, he did not provide me with many details concerning the fate of the previous caravans. I can only assume that he himself is not entirely sure what happened, or that this is a part of your test."

"As for the risk of violence, I've recruited Abadaran priests to stabilize any guards who are critically wounded during your operations, so using force is permitted. I would ask that you refrain from excessively lethal tactics, however, as it would be est for this exercise to proceed without casualties. That being said, I strongly advise against trying to simply overpower the guards. The Emir spared no expense preparing his transports, and you are likely to find yourselves outnumbered. If you find yourselves in mortal danger, the priests should be able to prevent your deaths, but... I truly hope that it does not come to that."

"Which brings me to your preparations for the heist. You will need to learn the convoy's route through the desert in order to find the best place for an ambush. I imagine Guldis' navigators will debrief the convoy's escorts before the practice run, so spying on the guard barracks will help you plan your attack. I also recommend performing reconnaissance at the workshop constructing the transport so that you can determine the convoy's defenses and vulnerabilities."

"I know the guards are short-staffed and the convoy workshop needs skilled artificers, so posing as new recruits may get you far if you have the skills to back up your claims. You might also be able to pass as supervisors sent by Guldis, as long as you can avoid suspicion from the middle management. Of course, there's always the option of just sneaking around and stealing information. Don't get caught engaging in suspicious behavior or this little test will be over before it begins. You are likely to meet with far more success if you divide your forces between the two sites to cover more ground. You only have three days before the practice run, so every minute counts."

"Any other questions before you are on your way?"


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FF 1-02

After Ziralia and the Pathfinders have finished their discussion, Lady Gloriana Morilla summons Daverin and any other members of the Sovereign Court faction to a secret meeting.

Sovereign Court secret meeting:
Lady Gloriana sees Zinlo as a rising star in Inner Sea politics, and believes helping his daughter Ziralia offers an opportunity to learn more about the ambitious prince. She explains this and asks you to collect information pertaining to Zinlo's associates and political machinations while you participate in Ziralia's heist.

======

All of you are free to attempt the following skill checks to learn more about the situation. Members of the Sovereign Court faction can make the Knowledge (Local or Nobility) check untrained and receive a +2 circumstance bonus.

Knowledge (Geography or History)

DC 10+:
Much of Thuvia's land is desert. Its civilization revolves around the five allied city-states that control the sale of sun orchid elixir.

DC 15+:
Pashow is the smallest of Thuvia's city-states, and its people rely on their magical aptitude to compensate for the barren environment.

DC 20+:
Those who live outside Thuvia's main settlements cluster around the desert's scarce oases. Local warlords called Water Lords control most bodies of fresh water. Although most consider Water Lords little more than bandits, those who secure an alliance with a Water Lord can operate outside of the city-states' influence.

Knowledge (Local or Nobility)

DC 10+:
The nation of Thuvia consists of five independent city-states, each with its own interests. Every year, one city receives exclusive right to auction off six vials of sun orchid elixir, which fuels the local economy for the next five years while the elixir cycles among the other four city-states.

DC 15+:
Pashow has been suffering from intense financial turmoil after its last two batches of sun orchid elixir were lost. Though no one knows exactly what caused the teleportation accidents that compromised the shipments, locals hold Emir Guldis responsible, sullying his reputation as a leader.

DC 20+:
Many of Pashow's citizens believe Ziralia single-handedly salvaged the city's economic infrastructure, and a group of agitators seek to overthrow Guldis in favor of Prince Zinlo's daughter. Rumors hold that Guldis sees Ziralia as a threat, but cannot openly act against her without drawing her supporters' ire and risking a coup.

DC 25+:
Some believe that Prince Zinlo subtly supported Ziralia's rise in popularity, hoping to bring Pashow under his daughter's control. The ambitious prince has been building his military strength, and many fear that putting Ziralia on Pashow's throne is just his first step toward conquering the rest of Thuvia. Ziralia, however, is a vocal advocate of city-state independence, which makes her true position concerning Zinlo's political maneuvering unclear.

Grand Lodge

Male Dwarf Barbarian 1

"Are we to receive any money for operating costs? Buying rounds of drinks for soldiers, greasing palms to look the other way while on sentry duty or overlook lack of qualifications for signing on with the caravan? After all, shouldn't we find and fire those who will easily accept bribes or talk to strangers who by them a few drinks now, before the real convoy?"


FF 1-02

Ziralia gives Hol'Tos a shrewd look, then smiles. "I intend to provide you with some operating expenses and lend a few magical items to aid you in conducting the heist itself. I suppose I could offer some of that money in advance, but keep in mind that your final payment will be based on your performance. If you perform poorly and squander your advance funds, you may find yourself indebted to me."

Lady Ziralia has a servant withdraw 600 gold pieces and provides these funds to the Pathdfinders as an advance on their final payment.

Make sure to keep track of any expenses, perhaps in the OOC thread, so that we can mark them on your chronicle sheets.

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

The shaman says "Much of Thuvia's land is desert. Its civilization revolves around the five allied city-states that control the sale of sun orchid elixir. But the desert has some amazing creatures adapted to the high heat. The dung beetle crawls to the top of a sand dune before dawn and raises its rear high into the air. As dew condenses on its shell it runs down her belly and into her mouth...."

After a brief tanget he recalls himself and returns to the original task. "Pashow is the smallest of Thuvia's city-states, and its people rely on their magical aptitude to compensate for the barren environment. That's just like the pickle-berry plant." His mouth hangs open ready to relay the next words, but his mind seems unable to supply them. "No they don't. Pickle-berries are plants and that's not magic. That's just nature," he finally decides.

oops:
"Outside Pashow, "Water Lords" he says this while pointing over his shoulder as if the name might be written on a slate-board there, "control most bodies of fresh water. Many consider Water Lords little more than bandits, but you can operate outside of the city-states' influence if you can secure an alliance with one. People who don't live in one of Thuvia's main settlements have to cluster around these Water Lord's scarce desert oases.
"It's kind of like living in the burrow of a tortoise. Every creature hides in the tortoise's holes to escape the sun, but sometimes that means the desert rat and the viper hide in the same place. A coincidence that rarely works out for the desert rat." He finishes the learning moment and looks around at the others in case they have any questions about tortoises, vipers or the really cool dung beetle. They're so cool," he smiles.

Using the geography roll from above with a +2. EDIT: If the +2 is only for Sovereign Court ignore what I put in the spoiler.

After hearing the options, Sem is eager to learn more from the navigators. "Tiger, is quite sneaky when he wants to be." The oread reaches over and scratches the little guy behind the frill. Tiger's eyes roll up and he leans into the pleasureful touch. Unbidden his tail twitches back and forth. "But he can't read maps. So unless the map we want is covered in papaya juice, his sneaky won't really work."

I promise not keep with the wall of texts the whole scenario. I'll wait for others to chime in on which options to pursue. :)

Liberty's Edge

Male Sylph Rogue (unchained) 1; HP 9/9; AC 16 (t 14, ff 12), +2 AC vs. nonmagical ranged attacks; F +1, R +6, W +1, +2 vs. [air] or [electricity] effects, or electricity damage ; CMB +0, CMD 14; Init +6; Speed 35 ft.; Perception +5, darkvision 60 ft.

Knowledge (local): 1d20 + 5 ⇒ (6) + 5 = 11

Enlil smiles at the talkative oread, not knowing much more than Sem has already voiced. He then looks back to Ziralia. "Many thanks for your assistance, Princess. I look forward to the challenges this task may present."

The sylph turns to his comrades. "Judging from the Princess's suggestion, it seems like our best option is to divide and conquer. We should probably split up and learn as much as we can from the two locations preparing the shipment." He looks over the two dwarves in the party, as well as the human marine. "You three seem well suited to pose as soldiers, perhaps you can investigate the barracks? Sem's knack for spellcasting might make the transport workshop a better fit for him; whatever he doesn't find honestly I'm sure I can pick up by skulking around a little."

Do we have mechanics for our investigation? We should try to leverage our party's abilities as much as possible.


FF 1-02

Your first task is to infiltrate each of the locations (guard barracks and transport workshop). Due to the time constraint (three days), you should divide into two groups to tackle the locations simultaneously. Below is a summary of your options. You will make a skill check each day, which can help you get information or cause complications depending on your level of success. Using the same ability on multiple days increases the DC, but not different abilities in the same "role," so it is best to choose a role in which you possess multiple skills.

Infiltration Options:

Area A = Guard Barracks
Area B = Transport Workshop

Animal handler (Area A only): Manage mounts and guard animals with Handle Animal, Knowledge (nature), Profession (driver or stable master), Ride, or wild empathy.

Engineer (Area B only): Build convoy with Craft (locks or traps), Disable Device, Knowledge (engineering), Perception, or Use Magic Device.

Guard or laborer: Blend in with Intimidate, Knowledge (local), Perception, Profession (soldier), or Survival.

Mage or medic: Fill magical or medical needs with Appraise, Craft (alchemy), Heal, Knowledge (arcana or religion), or Spellcraft.

Supervisor Fool overseers with Bluff, Diplomacy, Linguistics, Profession (clerk or scribe), or Sense Motive.

Thief: Sneak in with Acrobatics, Climb, Escape Artist, Sleight of Hand, or Stealth.

Other: Something else. Be creative.

Please discuss your assigned locations and roles in character, and let me know if you'd like to make any purchases to prepare for your mission. We can handle purchases in the OOC discussion thread.

Liberty's Edge

Male Sylph Rogue (unchained) 1; HP 9/9; AC 16 (t 14, ff 12), +2 AC vs. nonmagical ranged attacks; F +1, R +6, W +1, +2 vs. [air] or [electricity] effects, or electricity damage ; CMB +0, CMD 14; Init +6; Speed 35 ft.; Perception +5, darkvision 60 ft.

"I'm guessing I would be most well equipped to investigate the transport workshop. I'll sneak around and observe from the shadows until I start to look suspicious, then I can pose as an engineer and check out any locks or traps the transport might have."

Sovereign Court

Human Former naval officer 1; 11/11 hp; Init +7; AC 18, touch 12, flat-footed 16; CMD 14; Fort +3, Ref +4, Will +0 (+1 vs. fear); Perception +6

Knowledge (local): 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Knowledge (nobility): 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21

Daverin nods.

"Indeed, Master Enlil," he says. "I have little desire to sneak around like some thief. A man should be more upright than that. However, I can serve with the guards for a time and see what I may learn of how they operate.

"In all honesty, this situation seems untenable. Lady Ziralia is correct to be uncertain about the Emir's motives. Much of Pashow's populace believes Ziralia single-handedly saved the city's finances after the last two shipments of elixir were lost, and some seek to overthrow Guldis in favor of her ladyship. While I am loathe to believe base rumors, I hear Guldis sees Ziralia as a threat, but cannot openly act against her without risking retribution."

Any chance I can substitute Profession (sailor) for (soldier) considering it's intended to be military?


FF 1-02
Daverin Darkshoals wrote:
Any chance I can substitute Profession (sailor) for (soldier) considering it's intended to be military?

That seems appropriate, given Daverin's background.

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

A bespectacled dwarf pops his head up out of a book, closes it rather loudly, and walks over to the group. He says "Hate when you can't put a good book down. My apologies, I am Cornelius Darksmith, I had met with Lady Ziralia earlier, and was waiting at another table for the group to come in, but was lost in the pages. I can make some assumptions about the division of labor for a group of this composition. I'll lend the services I have to the workshop, as I doubt they will have too many questions for an old dwarf like me." He gives an overexaggerated wink, seemingly to no one in particular

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

"Cool!" says the rounded druid. "It will be like disguising as a zebra in a herd of zebras! Maybe I can buy a pack-saddle for Tiger, or a travois." He turns to the triceratops. "You can carry a pack right, my little lion?" An image of an overladen Tiger enters his head. "Well I can be a medic too." Another image enters his head and the oread laughs. The image is one of zebras with emergency medic 'red crosses' instead of stripes. Ha Ha a zebra medic, that would be so cool!" He holds a candle behind the crystals growing out of his forehead and twists so the light flashes. "WeeOooo! WeeOoo! Make way, I'm a zebra medic! WeeeOooo!"

So... I shall be going to the barracks. Under Other: perhaps I can go to the barracks as an animal safety trainer. That is: make an edutainment presentation on the dangerous desert animals the previous caravans might have fallen prey to. If Profession (edutainer) won't work I can go with animal handler and medic. :)

Grand Lodge

Male Dwarf Barbarian 1

Hol'Tos will pick guard

Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Survival: 1d20 + 6 ⇒ (20) + 6 = 26
Intimidate: 1d20 + 3 ⇒ (12) + 3 = 15

"I will do what I can to blend in with the Guards."

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

With the pause in discussion and an apparent plan for everyone Sem says "We'll catch you back here, then." He dons his helmet, which with its neck frill and a space for the face crystals to fit over, makes him look a lot like his companion.

"Let's go get you a pack Tiger. You will look so cool, like the elephants of Jalmeray!"

Not my intent to stifle anyone's progress, but I thought I would reawaken the thread post-PaizoCon :)


FF 1-02

After taking a few hours to procure supplies and make plans, the Pathfinders split up to head to the guard barracks and transport workshop.

The guard barracks is a sandstone complex with thick walls and few windows. Daverin, Hol'Tos, and Tsadoc find that they don't have to try very hard to be recruited. Apparently, the senior officers are desperate for skilled fighters. After the simplest demonstration of the trio's abilities, the officers draw up contracts and tell the Pathfinders to report to the training field.

At the field, handlers are busy teaching tricks to a pack of barely domesticated Thuvian desert dogs, while recruits learn tactics for fighting with them. A boisterous Qadiran woman covered with scars shouts a mix of insults at the trainees and encouragement at the dogs. The woman, named Ishyal, appears to be the beastmaster. She is in charge of the day's activities.

=====

The transport workshop consists of several buildings surrounding a central courtyard, where the unfinished structure resides. A single main office where overseers coordinate the transport's construction takes up much of the northern workshop. Cornelius and Enlil find themselves in this office on their first day, when they are assigned to work with a soft-spoken woman named Temeera to complete construction of the defenses inside the transport's main chamber. Mostly this consists of animating parts of the interior as magical constructs to attack intruders.

Liberty's Edge

Male Sylph Rogue (unchained) 1; HP 9/9; AC 16 (t 14, ff 12), +2 AC vs. nonmagical ranged attacks; F +1, R +6, W +1, +2 vs. [air] or [electricity] effects, or electricity damage ; CMB +0, CMD 14; Init +6; Speed 35 ft.; Perception +5, darkvision 60 ft.

Enlil drifts into the shadows of the workshop, darting around the facility like a barely perceptible breeze to observe the transport's construction.

Thief: Stealth
Stealth: 1d20 + 13 ⇒ (12) + 13 = 25

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

The boulder of a man rolls up to the handler. "Those are Thuvian desert dogs." he laughs, "and you've taught them tricks! That is so cool!" Then he turns to his companion. "Tiger: come. Tiger: down." He smiles as the creature follows the commands. "I trained my little lion some tricks too. Can I try?" he asks looking at the Qadarin woman's dogs. "Oh. I'm Tsadoc, but most people call me Sam. Which is weird since my name is Sem, but what can you do?" he shrugs.

Tsadoc makes no attempt to disguise himself despite the chances an oread shaman with a triceratops companion won't be recognized later on.

"In packs these guys can be quite effective, he informs no one in particular, "if you can learn to be a part of their pack, you can fend off much bigger predators than you ever could on your own."

Handle animal: 1d20 + 3 ⇒ (16) + 3 = 19
Apologies to any zoologists out there, my knowledge of animals isn't vast. (Well, it's as vast as PBS & my critters can make it.)

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius takes a slow and measured approach to all of the work that he does in the transport workshop to give the air of a dwarf that may have already seen too many winters. He says to Temeera "I can give what magical aide is at my disposal today, but you may have to just pick my brain after that. Been much better with learning than doing for quite a few years. I can help with whatever beast of burden we tie if need be too."

Cornelius is going to lend his magical skills day one, and use Knowledge (Arcana) day 2, followed by attempting Knowledge (Nature) for day 3 to help properly equip and attach the beasts that will be pulling the transport.

Spellcraft:: 1d20 + 8 ⇒ (8) + 8 = 16

Sovereign Court

Human Former naval officer 1; 11/11 hp; Init +7; AC 18, touch 12, flat-footed 16; CMD 14; Fort +3, Ref +4, Will +0 (+1 vs. fear); Perception +6

Daverin takes a deep breath as his new companion begins going on about the animals.

He edges away from the excitable oread, maintaining his ramrod bearing.

He nods to some of the other recruits, falling in with them and paying attention to the drill master. He takes a wide stance, as if balancing himself against a heaving sea.

Just like my first berth, back on the Dread Lady.

Profession (sailor): 1d20 + 4 ⇒ (3) + 4 = 7

And of course, dicebot has to mess with me. Guess sailors really aren't the same as soldiers.


FF 1-02

Guard Barracks, Day 1

Ishyal at first seems skeptical of Tsadoc, raising her eyebrows at the oread and his "lion" companion. Then she sees how well he's trained the beast, and nods with respect. "You have a way with animals, Sam, that much is true. Would you share some of your knowledge with our troops and dog handlers? I think they would benefit from your experience."

The noon-day sun is oppressive, but Ishyal demands that the troops listen to Tsadoc's presentation. They begrudgingly sit through it, and by the end most of them seem to think it was worthwhile, though several of them are clearly angry at missing their midday break.

Daverin remains distant from the trainees and does not manage to make much of an impression in the morning, despite his best efforts.

Hol'Tos spends much of the first day observing the guards' behavior, but they all seem fairly focused on training, and he doesn't notice much in the morning.

The scorching heat gets to Daverin and Hol'Tos as the day wears on.

Tsadoc succeeded at his check. Daverin and Hol'Tos failed. They are both fatigued but can try their checks one more time today. They can use the same skill (at increased difficulty) or try a new skill. (I used the Perception roll that Hol'Tos made before.) Please narrate your re-tries for Day 1, then I'll post your Day 1 results and Day 2 intro.

Transport Workshop, Day 1
Cornelius manages to impress Temeera with his magical skills, and she leans heavily on his help for much of the day. He learns of a secret, lead-lined compartment in the transport's back-left corner, but Temeera reveals nothing about its purpose. Enlil sticks around to see what he can discern about it.

Enlil's Perception check: 1d20 + 5 ⇒ (14) + 5 = 19

Enlil locates a small, inconspicuous "X" etched into a tile in the floor covering the secret chamber.

EDIT TO ADD: The Pathfinders also identify the characteristics of the animated altar that guards the elixirs (learning that it uses chains to lash out and trip foes, focusing its attacks on creatures carrying glowing vials), and notice that Temeera ordered a few of the workers to take turns walking around the transport's interior in circles. She does not explain the reason for this strange directive.

Enlil and Cornelius were both successful today. I'll post your Day 2 intro soon. The two locations might not be lock-step but I don't want to make anyone wait if we can avoid it.

Also, Darvful needs to post!


FF 1-02

Transport Workshop, Day 2
The transport's artificers take over during the second day to work on a complex trap built into the transport's walls. Engineers build and calibrate the trap's components, while spellcasters provide arcane energy to fuel the apparatus. Meanwhile, people without the specialized knowledge to create the trap haul thousands of pounds of trade goods, food, and camping gear into the transport.

The halfling trapsmith Lyshna oversees the workers assembling the trap. Lyshna seems to have a sadistic sense of humor, laughing when her workers accidentally harm themselves with the complex magical energies going into the trap's construction.

You can exploit Lyshna's sadistic sense of humor with Bluff or Perform (act or comedy) or by willingly taking 1d6 points of damage. If you do, you gain a +2 circumstance bonus to today's check. Please make your checks for the day and describe what you do. Remember, using the same check as yesterday causes the DC to increase.

Liberty's Edge

Male Sylph Rogue (unchained) 1; HP 9/9; AC 16 (t 14, ff 12), +2 AC vs. nonmagical ranged attacks; F +1, R +6, W +1, +2 vs. [air] or [electricity] effects, or electricity damage ; CMB +0, CMD 14; Init +6; Speed 35 ft.; Perception +5, darkvision 60 ft.

The second day, Enlil poses as an engineer, "inadvertently" slipping to cut himself on some of the trap mechanisms while trying to discern some of their inner workings.
Engineer: Disable Device
Damage: 1d6 ⇒ 2
Disable Device: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
With two days until our heist, I should recover the damage naturally, yes?


FF 1-02
Enlil Swiftarrow wrote:
With two days until our heist, I should recover the damage naturally, yes?

Assuming you're allowed to rest. Bwahahahahaaaa!!!

Sovereign Court

Human Former naval officer 1; 11/11 hp; Init +7; AC 18, touch 12, flat-footed 16; CMD 14; Fort +3, Ref +4, Will +0 (+1 vs. fear); Perception +6

The heat wears on him, reminding him of long days on ocean. Daverin stiffens his spine -- if only his head didn't hurt so, near to bursting. Ever since he had to leave the sea, it's as if something were inside it, just trying to get out.

He shakes himself, and resolves to keep a closer eye on what's happening, trying to point out some of the nuances mentioned by his erstwhile companion.

"Did you see that?" he asks one of the other guards, pointing at Master Luxjed's most recent trick.

Perception (fatigued): 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
Or not.

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius takes a "backseat driver" approach to the spellcasters. Using his knowledge of the arcane arts he gives small tips here and there to correct form on somatic components and inflection advice on the verbal.

"Focus, remain calm, and enunciate clearly. Move your arms with precision unmatched. This is precise work, and while you have the time to make sure it is done correctly. Take. That. Time."

While he is doing this he is trying to catalog where the casters are making mistakes, or weak points in the magic implemented.

Knowledge (Acrana): 1d20 + 8 ⇒ (1) + 8 = 9

Cornelius can't seem to remember a single thing.

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

I might be too early for day two at the barracks, but not sure when I'll be online tomorrow.

Bolstered by his success training the animals and the Thuvian desert dogs, the shaman continues talking about the animals he hopes to encounter.

"Rocs are a lot like eagles, except for their vast size. They've been known to carry off camels and...."

"...move by stretching their long bodies above the hot sand. That's what gives the sidewinder such a cool track."

"Ants don'the stand a chance when they get hungry...."

Kn (nature): 1d20 + 9 ⇒ (11) + 9 = 20

Liberty's Edge

Male Sylph Rogue (unchained) 1; HP 9/9; AC 16 (t 14, ff 12), +2 AC vs. nonmagical ranged attacks; F +1, R +6, W +1, +2 vs. [air] or [electricity] effects, or electricity damage ; CMB +0, CMD 14; Init +6; Speed 35 ft.; Perception +5, darkvision 60 ft.

Just to get it out of the way...
On the third day, Enlil returns to his stealthier roots, scaling the upper reaches of the workshop to observe from above. He deftly balances between the roof scaffolds to remain out of sight.
Thief: Acrobatics
Acrobatics: 1d20 + 8 ⇒ (20) + 8 = 28


FF 1-02

Guard Barracks, Day 1
The guards aren't too impressed with Daverin on the first day, and he is too weary from the sun to notice anything useful.

Tsadoc manages to pocket three of the treats that Ishyal uses to reward the desert dogs.

Treats:
A PC can throw a treat as a ranged touch attack targeting a dog's square (AC 5). If it hits, the dog spends its first round eating the treat, unless it has already taken damage in combat. Alternatively, A PC can use the treat as a supplemental material component to increase the DC of any enchantment spell that targets animals by 2.

Guard Barracks, Day 2
The following day at the barracks is focused on guard training. The recruits meet in the practice yard and learn combat tactics, proper responses to various threats and hazards, and what signals scouts will use to change the convoy's heading or raise the alarm.

Drill sergeant Jaravo, a towering Garundi man, displays flashy moves ("But you can't be expected to do that on your first day, of course!") and tells tall tales ("The first time I was on caravan duty, seven bandits popped right out of the sand! How'd I survive, you ask? Well, let me tell you... it wasn't easy...")

Make a Perform or combat maneuver check (DC 15) to impress Jaravo and gain a +2 bonus to your primary check for day 2.

Tsadoc manages to impress Jaravo with his knowledge of desert creatures, and the drill sergeant asks him to share his knowledge once more with the trainees. ("They wouldn't know a salamander from a wizard's toad!") Hol'tos also impresses the sergeant and recruits with his knowledge of desert survival.

Daverin can make his Day 2 check as well. Maybe you'll get 3 successes for day 2!

Transport Workshop, Day 2
Meanwhile, at the transport workshop, Cornelius tries his best to help with the arcane trap, but his particular magical knowledge is not that helpful in this area.

Enlil manages to "accidentally" hurt himself on the trap, prompting Lyshna to laugh cruelly and approach the sylph. "Clumsy, clumsy. We're in the middle of a test, you fool! Seems like it's working as desired, though. Just a few more finishing touches." Enlil observes the trapsmith flip a few switches and adjust a few dials. "Perfect!" she exclaims. "Thanks for your contribution. Ha!"

Trap:
Enlil learns that the transport's trap is a desert heat trap. It has a Disable Device DC of 20. It causes severe heat, which results in nonlethal damage and fatigue. Those wearing heavy clothing or armor suffer a penalty on their Fortitude saves. The trap affects all targets in the interior of the transport for 5 rounds after someone enters.

Sovereign Court

Human Former naval officer 1; 11/11 hp; Init +7; AC 18, touch 12, flat-footed 16; CMD 14; Fort +3, Ref +4, Will +0 (+1 vs. fear); Perception +6

I assume I'm not fatigued anymore.

Daverin's training kicks in as he spars, muscle memory overcoming his last several months since he left the service and joined the Pathfinders. Finding his balance, he twists, tossing his opponent to the ground. His hand twitches, as if reaching for his sword, but he holds back, quickly collecting himself and remembering this is only practice. He nods to the man, holding out a hand to help him out of the dirt.

Unfortunately, that seems to make him look weak and perhaps even condescending, and he again struggles otherwise to fit in with the rest of the guards.

CMB: 1d20 + 32 ⇒ (16) + 32 = 48
Intimidate: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Well, one roll out of four managed to get into double digits so far...


FF 1-02
Daverin Darkshoals wrote:
I assume I'm not fatigued anymore.

That is correct. It was just a penalty for your day 1 retry.


FF 1-02

Guard Barracks, Day 2
The Pathfinders learn that the guards use dancing lights to communicate via signals in the sky. They learn which patterns will tell the convoy to halt and the escorts to disperse and search the surrounding area for hidden threats. The dancing lights spell is the easiest way to replicate these signals, but other light sources could potentially be used.

Tsadoc, Hol'Tos, and even Daverin find themselves invited to join some guards on their night off. The guards make idle banter and poke fun at Daverin's "sailor's ways," but they back off if the former naval officer seems upset by their comments.

Over the course of the evening, the Pathfinders learn several of the guards' pet peeves and personal vices--facts they might be able to use to their advantage in a later confrontation.

The Guards' Weaknesses:
As a free action, inflict the staggered condition on a guard for 1d3 rounds by revealing a damning secret or weakness, or exploiting a pet peeve. This works once per guard.

The Pathfinders also observe several mysterious men and women tempting the guards with strong drink, drugs, and other indulgences.

Knowledge (local) DC 14:
Though these scoundrels speak highly of Prince Zinlo and the lifestyle in Aspenthar, most of the money they throw around was minted in Bloodcove and Cheliax. The settlement of Bloodcove is under Aspis Consortium control, and the Consortium is based out of Cheliax.

Day 3 prompts coming as soon as I can manage. In the meantime, feel free to post any RP related to the above events at either location.


FF 1-02

There's a "complications" element that I keep forgetting to weave in to the rest of the posts. Basically, if you fail, you get a chance to retry, but only if you successfully navigate a complication.

Guard Barracks, Day 2
Daverin finds that the guards consider him the "odd one out." During the otherwise relaxing evening, several of the more surly guards confront him. Make a DC 12 Diplomacy check, offer a 20 gp bribe, do something else creative to get them to back down... or else! If you get them to back down, you can try a new skill check for a success for the day.

Transport Workshop, Day 2
Cornelius inadvertently exposes one of the trap's components to the harsh desert winds. Make a DC 12 Knowledge (arcana) or Survival check to effectively protect the component. If you succeed, you can retry your skill check for a success for the day.

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

Tsadoc enjoys the evening with the other guards. Though generally laughing, every now and then a darkness crosses his face when he thinks of the danger they face without even knowing it.

Foamy cups & frothy tales pull him out of it quickly though.

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

For the first time since entering the Workshop Cornelius moves with a speed that belies his age and demeanor as he to tries to protect the exposed component.

Knowledge (Arcana): 1d20 + 8 ⇒ (16) + 8 = 24

Post roll edit: He taps into his years of study and manages to shield the exposed component from the elements. Recharged by his success immediately after a failure he turns to the other spellcasters. "Well, if nothing else I can lead by bad example. Not only that, but we are building something that this country's continued prosperity hinges on, so we need to respect it with the utmost. We need to pour into it as much of our own talent and power as we can."

Cornelius tries again to help guide the spellcasters working on the transport by helping them pour as much as they possibly can into the work and focus on quantity rather than his previous failed attempt at quality. He tries to note down the places that are not as strong, or are unstable, due to inaccurate spellcasting.

Day 2 Reroll - Knowledge (Arcana): 1d20 + 8 ⇒ (17) + 8 = 25

Sovereign Court

Human Former naval officer 1; 11/11 hp; Init +7; AC 18, touch 12, flat-footed 16; CMD 14; Fort +3, Ref +4, Will +0 (+1 vs. fear); Perception +6

"Gentlemen," Daverin says. "This is not how we should behave if we're to be partners. Ill will here leads to sloppiness in the desert. And that could get us all killed!"

He voice grows harder as he puts all the menace he can muster into his words.

Diplomacy: 1d20 ⇒ 20

Going to retry with Intimidate, though I know it'll get me a penalty. Not sure if I also still get the CMD bonus.
Intimidate: 1d20 + 6 ⇒ (19) + 6 = 25


FF 1-02

Guard Barracks, Day 2
Daverin manages to talk some sense into the surly soldiers. Their leader looks at the naval officer as if seeing him for the first time. "Huh. I guess you have more of a spine than I thought. Very well, Captain. Let's just hope you're still this brave in the desert." His friends laugh nervously, and the lot of them walk away. (You beat the DC, even with the increased difficulty from failing the first time. One more success at the guard barracks!).

Drill sergeant Jaravo ends up deciding to replace one of the convoy's guards with Daverin. From his expression as he gives Daverin the news, it seems like Daverin's newfound "friends" convinced the sergeant to make the switch as some sort of cruel punishment or test for Daverin. (During the convoy raid, you can replace one of the caravan's normal guards if you accept.)

Transport Workshop, Day 2
Cornelius manages not only to prevent his mistake from causing any damage to the transport or its protective trap, but also manages to spur the artificers to work harder for the rest of the day. (You beat the DC, even with the increased difficulty from failing the first time and retrying a skill. One more success at the transport workshop!).

The Pathfinders gain access to Lyshna's personal notes (providing a +4 circumstance bonus on all Disable Device checks attempting to disarm the trap). In addition, they find several lavish gifts and valuable luxuries among Lyshna's belongings, some emblazoned with the seal of Aspenthar's royal family.


FF 1-02

Guard Barracks, Day 3
The final day of preparation at the barracks is spent planning the convoy's route. Officers teach navigators how to find hidden desert trails, while guards learn how to scout for threats and maneuver the convoy to safety without getting lost. A jumpy, paranoid man named Enyro organizes the routes and scouting missions. He doesn't seem to trust anyone, insisting that his plans are privileged information and that only those with written orders from the Emir himself can be trusted. The convoy guards simply roll their eyes at him and go about their training. You can use Linguistics to forge written orders from the Emir if you want to try to gain a bonus on your primary check for the day.

The Pathfinders notice a halfling named Varnic seems to be following them and interfering with their business; interrupting conversations, asking annoying questions, and so on. "How long have you been a guard? It was pretty hot the other day, huh? Those dogs were nasty too, don't you think? What do you think would happen if one bit you? What do you plan to do with your payment? How long do you think the route will take? I hope they pick a short one. And not just because I have short legs! I know you were thinking it. What do you think of halflings, anyway?..."

Transport Workshop, Day 3
Final preparations at the workshop focus on sealing the transport with mechanical and arcane barriers. Craftsmen assemble chains and locks to restrict access, while mages add wards to foil teleportation magic. Then they shunt the transport into an extradimensional space, leaving behind a 10-foot cube of iron that serves as the transport's visible exterior. With the exterior created, another team gets to work covering the cube in chains and locks. Finally, the mages lift the cube onto a collection of floating disk spells.

A Garundi man with dozens of piercings named Duciar directs the team responsible for the transport's outer trappings. Duciar never uses a sentence when a word will do, and often instructs his workers with little more than grunts, gestures, and stern glares. If your check for the day involves interacting with the taciturn man, you need to make a successful DC 13 Perception or Sense Motive check. Failure results in a —2 penalty on your primary check for the day.

FYI: In order to simplify things in the convoy attack, I will compile all of the various in-game bonuses and advantages you've acquired and put them in the "Infiltration" document. The link appears above my avatar in each post. I'll do this once we know the results of Day 3.

If you have not done so already, please make your check for day 3. If you already rolled it above, please narrate appropriate actions based on the description of the day's activities, and post a reminder of what your roll was so it is easier for me to locate. Thanks!

Grand Lodge

Male Dwarf Barbarian 1

"Varnic, it is Varnic isn't it? Why all the questions? Are you even supposed to be here, because I will brake every bone in your tiny, useless little body if you aren't."


FF 1-02

The halfling glances around, then up at the dwarf. "Sure I'm supposed to be here!" he yells, and then in a lower voice he says, "I was sent to root out spies within the compound. You wouldn't know anything about that, would you? Hmm?"

mysterious GM roll: 1d20 ⇒ 4
mysterious GM roll: 1d20 ⇒ 5
mysterious GM roll: 1d20 ⇒ 11

He seems to be telling the truth.

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11
Mike the GM wrote:
Tsadoc manages to impress Jaravo with his knowledge of desert creatures, and the drill sergeant asks him to share his knowledge once more with the trainees.

"Hi I'm Sem and this is Tiger..."Profession (edutainer): 1d20 + 6 ⇒ (19) + 6 = 25

To Varnic he answers. "How long have you been a guard? "Oh I just started. I have been training animals for most of my life and we had a couple of guard camphies when I was little..."
"It was pretty hot the other day, huh? "Deserts are really hot. That is why the creatures who live here are so cool. Ha. That'as not supposed to be a pun!..."
"Those dogs were nasty too, don't you think? What do you think would happen if one bit you? "Ha ha. No not nasty at all," the oread laughs. "They are just particular about who they let be in their pack...."
"What do you plan to do with your payment? "Mine will mostly go to help free enslaved animals. Like the the sun viper I saw caged in the market. They aren't domesticated and should be kept in the wild...."
"How long do you think the route will take? I hope they pick a short one. And not just because I have short legs! I know you were thinking it. The oread looks at his legs lifting one slow foot at a time. They are barely longer than the halfling's own, despite the height difference. For once the shaman seems stymied for words.
"What do you think of halflings, anyway?..." "Their not as strong as a gorilla, but not as bitter as a hibernating badger. They can't fly like a falcon, but they are smarter than snails. The goblin dog smells worse...."

I have no Kn (local), but if anyone in the barracks does, there is a spoiler above that might have been missed.

Sovereign Court

Human Former naval officer 1; 11/11 hp; Init +7; AC 18, touch 12, flat-footed 16; CMD 14; Fort +3, Ref +4, Will +0 (+1 vs. fear); Perception +6

Daverin nods, agreeing to join the caravan, though his stomach roils at the idea of pulling such a deception. He winces, his head hurting as if to splitting, but this is his lot in life, and he has to do the best he can now with this new role.

The next day, he keeps a close eye on the halfling, making sure he doesn't get up to any trouble as the others deal more immediately with him.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

This will be my last post until Friday; I'm off to see my wife.

Liberty's Edge

Oread, Saurian Shaman 7, hp66 AC 21 t: 11 f: 16 (+2 vs rays) ! CMD 20, F: 7 R: 3, W: 11

"That's so cool!"

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