
Isaac Kgmetrepersecondsquared |

Isaac nods and says, "That sounds good to me. It will take me a minute to get into my disguise and then I can follow him."
Disguise: 1d20 + 13 ⇒ (9) + 13 = 22
Perception: 1d20 + 10 ⇒ (18) + 10 = 28

GMEDWIN |

Your team take up places to try to follow your marks with precision.
GM Rolls
Falko [spoiler] At 7:30 pm, you follow Bree, she seems to move with a purpose through the Enclave and Bree goes to the Effervescent Cup.
Isaac
Meera
Angus and Cretien
At about 9pm, with everyone already in the bar, Verzubak orders the bar drinks and says, " “To the owners of this fine establishment, who will soon be taking a lot of money from me. You give us drink; we give you this toast!”
Can I get some more Tail checks for the second round of the evening from everybody?

Cretien Dufrene |

sleight of hand: 1d20 + 13 ⇒ (12) + 13 = 25
perception: 1d20 + 9 ⇒ (7) + 9 = 16

Falko Escheus |
Falko, seeing Bree heading for the Effervescent Cup, finds a spot of shadow to see if his magical gear will work.
He activates his hat of disguise and his sleeves of many garments, hoping to shift his features and attire to those of a wealthy-looking nomad with dark hair and a dark mustache.
If he feels the magic is too unstable, he quickly whips out his backup disguise kit and simply puts a dark whig and mustache, with puffers in his cheeks to change his facial proportions. He reverses his cloak, then enters the Cup.
Perception: 1d20 + 14 ⇒ (8) + 14 = 22
Disguise with hat: 1d20 + 7 + 10 ⇒ (3) + 7 + 10 = 20 -8 if I have to use the kit instead of the hat.

Angus McCormick |

Arriving at the inn Angus/Stepahn will make for an B line keeping an eye for target and anyone who is doing some counter surveillance for his target
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
And he immediately tries to blend in the crowd so as to be forgotten
Bluff: 1d20 + 11 ⇒ (16) + 11 = 27

Meera Chedwik |

Meera watched the dwarf play the game of chance with the guard, then followed at a discrete distance as he made his way to the Cup.
She watches as he enters, taking a moment a moment to fully embrace her alter ego: Sabine. There's bound to be someone inside that knows her.
With a quick deep breath, she enters the inn's noise common room, her eyes seeking her mark...
Perception: 1d20 + 13 ⇒ (10) + 13 = 23
Bluff: 1d20 + 10 ⇒ (2) + 10 = 12

GMEDWIN |

Sorry for the delay, we lost power yesterday.
Isaac Disguise 1d20 + 13 ⇒ (17) + 13 = 30
Isaac
in a spot on the way to the Night Market. He waits there smooching with the lady, eventually Luc and Ottavia walk by
Falko
and heads for the docks, where she pays a handful of dockers to do her a
favor, then sits and watches the aurora over the sea.
Meera
Cretien and Angus
route past Boone, into the Night Market, then to a carriage depot. They
hire a carriage for the evening, which you follow suit and head to the docks, past Bree, who seems to be enjoying the Aurrora, and then off toward the city’s lighthouse.
Everyone please give me new keep up and perception rolls

Falko Escheus |
Did Bree's and Boone's paths were common at any time? Is it possible they talked or left something for each others, or someone else?
Falko sticks to the shadows. He wishes he could hear whar she told the dockers, but perhaps he can find a way to know later...
Planning on checking our contacts if possible.
Perception: 1d20 + 14 ⇒ (12) + 14 = 26
Stealth: 1d20 + 10 ⇒ (13) + 10 = 23

Meera Chedwik |

Meera watches the gambling dwarf from the nearby bar, cheerfully fending off the bumbling advances of and endless stream of eager suitors.
She catches the dwarf's move towards the exit, and breaths a silent sigh of relief at not having to endure the current idiot's inane , drunken chatter anymore.
She moves to follow....
Perception, to not lose her quarry: 1d20 + 13 ⇒ (1) + 13 = 14
Bluff, to lose herself in the crowd: 1d20 + 10 ⇒ (14) + 10 = 24

GMEDWIN |

I will bot
Isaac Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Disguise 1d20 + 13 ⇒ (9) + 13 = 22
Cretien
perception: 1d20 + 9 ⇒ (2) + 9 = 11
Sleight of hand: 1d20 + 13 ⇒ (12) + 13 = 25
GM Rolls
Falko [spoiler] As you tail your mark you see that Cretien and Angus in separate carriages are tailing the royal family. Bree sits and watches the aurora for awhile and then heads off to the lighthouse where she rendezvouses with Luc and Ottavia and then they go inside. They meet on a small spit of land that juts into the harbor, at a small support building adjacent to the city’s lighthouse, where a crowd of twenty armed guards greet them.
Isaac
ANgus and Cretien
Meera
Falko, Angus and Cretien

Cretien Dufrene |


Isaac Kgmetrepersecondsquared |

I am not the best in a toe to toe fight but I can't let him murder and innocent woman.
Isaac then utters a few words and pulls out a little contraption with a spring and a lever to launch a bag and the area around Boone and the women is filled with motes of light.
Glitterdust on the area around them DC 15. Oh crap!

Angus McCormick |


GMEDWIN |

Cretien, I am ok with that. Tell me how it works
Isaac

Cretien Dufrene |

I'll get rid of my Automatic Translator and its one attached mod for the following invention. it basically functions as one of these. So he would likely still have to see them talking in a window or whatever, then point the microphone at that window, or see them across a courtyard or whatever, you get the idea. He can also have his disposable simulacrum do it as well to maintain a low profile, but it still has to be within 30ft so it is somewhat limited.
Audiograph
This simple device allows the steamwright to record and
reproduce sound.
Level Requirement: 3rd
Type: 1-handed
Action: swift (to begin recording) or standard (to begin replay)
Uses Per Day: 3 + Intelligence modifier
Duration: 1 hour
Weight: 1 lb.
Description: The steamwright can activate or deactivate
the audiograph as a swift action. Once activated, it records all
sounds in the immediate area for one hour, or until deactivated.
The steamwright can also use the audiograph to replay any sound
it has recorded as a standard action. The invention continues to
play back the recording until destroyed or deactivated by the
steamwright as a free action. Recordings cannot utter verbal
components, use command words, activate magical effects, or
reproduce any extraordinary or supernatural sonic effects. The
audiograph can retain a maximum of one hour of various sounds.
The steamwright can delete any previously recorded sounds to
record new ones.
Any creature who hears the recording is entitled to a Will save
to deduce that the sound is not natural. Treat this affect as if it
were an illusion (figment).
Mods:
Parabolic: The audiograph can be directed to record any
location the steamwright can see as if she was present, so long as
she has line of sight. The steamwright can hear what is transpiring
in the targeted location while the audiograph is recording.

GMEDWIN |

Falko

Falko Escheus |
Assuming everything works: Falko has a bunch of useful spells and potions. He can cast vanish on himself more than once, which could allow him to get past most guards and look at how they dress. Then he can dress and look as one of them and try to enter the tower (hat of disguise and sleeves of many garments). Then, I don't know what's in there. He also has potions to swim and breathe underwater, which could help getting around the tower. A potion of spider climb may help get to a window, if there's one. A scroll of expeditious retreat to move faster while under stealth, and a scroll of forced quiet to help staying stealthy. Oh, and I almost forgot the gloves of reconnaissance, which allow me to look through 5 feet of solid material once per day for one minute, though seeing is not so useful for this...

Meera Chedwik |

Meera watches the dwarf finish off his night at the hotel bar, and follows him, seeing him enter his room.
Frowning, she motions one of the guards she knew over and asked him to watch the door and send a runner if the dwarf leaves. She then tell him where the runner should go to find her.
Walking briskly, she takes up station in a recessed doorway, opposite the hotel where she had a clear vantage of the balcony that served the dwarf's room.
Perception, to see the dwarf if he seeks to leave by the balcony: 1d20 + 13 ⇒ (13) + 13 = 26
Stealth, to remain hidden: 1d20 + 9 ⇒ (7) + 9 = 16

Falko Escheus |
For Angus, I have available (let me know if you want any of those): Casting of Heroism (60 min), potions of spider climb, touch of the sea, and air bubble, casting of Forced Quiet.
For me: casting of Heroism, vanish to get closer (as needed), use of sleeves and hat to look like one of them after I've tried the door to see if it's locked (casting of Ghost Sound to create a diversion if needed to get through the door, then we'll see.
Not sure how I can help Cretien :(

Angus McCormick |


Falko Escheus |
For Angus, from Falko:
-Heroism Spell (+2 attacks, saves, and skills) (60 mn)
-Spider Climb Potion (Climb speed 20; +8 on Climb rolls) (10 mn)
-Touch of the Sea Potion (Swim Speed 30; +8 on Swim rolls) (1 mn)
-Air Bubble Potion (most likely for the return underwater or something) (1 mn)
-Vanish Spell (5 rounds)
For Falko, from Falko:
-Heroism Spell (+2 attacks, saves, and skills) (60 mn)
-Expeditious Retreat Scroll to get into position faster (1 mn)
-Vanish Spell (5 rounds)
-Study guards dress and look to disguise as one
-Use hat and sleeves for disguise
-Test door, lockpick if needed, one more vanish if needed
-Use Luck (+3) when needed (one round at a time, max ten rounds)

Cretien Dufrene |


GMEDWIN |

ACF
GM rolls
Isaac
[b]Round 2 Isaac[/b]

Falko Escheus |
Disguise with Heroism and hat: 1d20 + 7 + 2 + 10 ⇒ (16) + 7 + 2 + 10 = 35
Stealth with Heroism (Vanish when needed): 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Bluff with Heroism add Luck if needed (+3): 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Falko rocks ;)

Isaac Kgmetrepersecondsquared |

Blade Drone: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d10 + 3 ⇒ (6) + 3 = 9
Disguise should still be in place

GMEDWIN |

Isaac
Boone now sees where you are coming from and moves 30 ft towards you and fires crimson pistol at you1d20 + 12 ⇒ (17) + 12 = 29 hit 1d8 + 1 ⇒ (7) + 1 = 8 If the blade drone gets a AOO, take it
Round 3
Falko, Cretien and Angus
plane, the device can channel planar energy through its light and
suffuse its surroundings with the traits of that plane. This can create a variety of magical effects, making the lantern useful both as a weapon and as a tool of control.
The lantern’s settings can be adjusted to change intensity and scope.
For instance, if fed fuel attuned to the fiery planet Jiese, the lantern could
simply make a single object become highly flammable, or it could allow
fire elementals from that world to temporarily enter this world. He postulates that since Jiese also influences wars, the lantern could possibly instead stir people toward conflict, either a whole area or just a few targets to whom the lantern has been properly attuned. But he isn't sure if it can at this point but he is still tinkering with it. He then hands him a roll papers from his bag and then the man wants to see it work. Hanse Randall watches Luc show
off his lantern, and then magic-using assistants ask questions about how
it works, how to recreate it, and how to scale it up to lighthouse size.
During the course of these questions, a small accident occurs. The wild
magic of the Malice Lands causes the lantern to surge with excess power
while burning oil infused with the essence of Mavisha. At exactly 10:14
pm, every fire in the city is transformed into water, leaving the city lit
only by the aurora. Simultaneously, a patch of sea around the lighthouse bursts into flames for a moment. Falko and Angus wait until everyone clears out before making their way back to the inn int the enclave at about 12.
At exactly 10:14
pm, every fire in the city is transformed into water, leaving the city lit
only by the aurora. Simultaneously, a patch of sea around the lighthouse bursts into flames for a moment.People in Orithea treat this sort of oddity like people living near a fault
line would react to a minor earthquake. There’s caution, but no one’s
too worried.

Isaac Kgmetrepersecondsquared |

The little drone attacks Boone for a second time while Isaac sets up a crossbow turret next to him.
Blade drone: 1d20 + 7 ⇒ (1) + 7 = 8 Damage: 1d10 + 3 ⇒ (5) + 3 = 8

GMEDWIN |

AFC
Isaac
Round 4 Isaac