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D'lack, Kyra and Vimar are sages seeking to prepare an expedition in the Expense.
Taidus, Wyatt and Thorn will follow them stealthy at a safe distance.
If Kyra's last suggestion is accepted by the party, they will first search for Raimondo, and she will take '10 in the Diplomacy check to gather information about him in the city.

GM Fuzzfoot |

As we move to each act, you need to EACH make one skill check depending on your approach - in many cases you can choose between two skills, but you should choose before you roll.
As the party, in two groups, looks for Raimondo Scevola, you try to blend in. You see many merchants, occasionally a group of tribesmen, and plenty of pirate-types as you explore.
D'lack, Kyra, Vimar: Disguised as sages on a journey (which is not nearly as common in Bloodcove as merchants, but I think reasonable), you must make either an Appraise or Diplomacy check.
Taidus, Wyatt and Thorn: Just trying to keep a low profile, you make a Knowledge (local) or Stealth check.
Krya's information gathering skills work to your benefit. Bloodcove boasts only one man both willing and able to guide a caravan without knowing the destination: Raimondo Scevola. For a group of paranoid sages, this seems appropriate! She further determines that Raimondo at a small private club called the Wandering Way, located on the edge of Free Trade Square. You head there and enter.
The humid stink of Bloodcove mingles with the reek of sweat and the sickly-sweet odor of tropical plants and exotic tobaccos. The foyer of the guild house looks more like a tavern than a place of business, with tables carved from dark jungle woods and overstuffed cushions. Older men and women mingle or brood over their drinks, while strapping young toughs claim the area around the cold hearth.
Across the room, a swarthy, moustachioed man bellows in anger. He sweeps an arm across the tabletop shared with a redcheeked companion, spilling drinks and playing cards onto the carpet. “You bashterd,” he drunkenly shrieks, “You scheating bashterd, Elanzo! I need thoshe animalsh! I have a client whoshe paid fer my caravan!”
His companion wrings the remains of his drink out of his shirt. “No one cares, Scevola. Those were the stakes, and your horses will be chow for my men before we set sail in the morning!”
“You shlipped shomethin in mah drink! You’re taking my horshesh over mah dead body!”
Elanzo simply shrugs at this and snaps his fingers. The large brutes gathered by the hearth stand up and begin moving toward the pair.
Feel free to swap places, and anyone can put their icon outside instead, but no one can start in any other inside squares. Given the above, you have just entered and see the situation.

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This check is for the beginning of the act. I'll post Kyra's actions soon.
Diplomacy check: 1d20 + 6 ⇒ (6) + 6 = 12

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Thorn is NOT a talker. He stays just outside, hopefully no one notices him yet.
-Posted with Wayfinder

GM Fuzzfoot |

I'm sorry - I should have mentioned that. You cannot take 10 on this roll. "When your character is not in immediate danger or distracted, you may choose to take 10." If it wasn't clear, you are in extreme danger if your presence is discovered, and there are distractions everywhere. It would destroy the nature of the scenario to allow it, as well.

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Kyra shoots Wyatt with her eyes, and starts to walk in the direction where Raimondo is sitting, while approaches to the man who is with him.
"Excuse me, Sir. Forgive me if I'm not correct, but you are Elanzo, right? I paid for the services of this drunk man, and I don't wanna loose my money. Is there another way to we solve this impasse? May I buy you a drink? - She smiles to him while speaks.
Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22

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Diplomacy: 1d20 + 4 ⇒ (3) + 4 = 7 Roll for passing for a sage
Hearing that Sclelova loose all his caravan to a certain Elanzo made D'lack sweat.
Hopefully Kyra step up and began to smooth things up.
Yes, we only want to go on time. Any delay could put an end to our expedition. I'm sure we could find a solution in this as my colleague said.
Diplomacy (aid DD10): 1d20 + 4 ⇒ (2) + 4 = 6

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Vimar confidently assumes the air of a wandering sage. It is close enough to his usual identity of a wandering priest. He does make sure to tuck his holy symbol of Desna into his undershirt, but otherwise walks calmly and is talkative with D'lack and Kyra.
Diplomacy to pass as a sage: 1d20 + 8 ⇒ (9) + 8 = 17
Upon reaching the tavern and hearing Kyra intervene, he jumps in, telling the man "Surely we can reach some sort of accommodation. I think we've hired the same horses you intend to make a meal of."
Diplomacy to aid Kyra in speaking with the man: 1d20 + 8 ⇒ (2) + 8 = 10

GM Fuzzfoot |

While the party is a little surprised at your arrival, your diplomatic approach seems to be calming the situation.
Elanzo's attitude shifted from unfriendly to indifferent (although clearly still hostile toward Scevola).
"Your beef here is not with me, but Scevola. He just gambled his horses and lost, and I mean to settle the debt."
Looking you over, he adds, "I figure these horses are worth 300 gold, so if you want to pay his debt, he can avoid his well deserved beating... and keep his horses."

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Thorn isn't interested in making his presence known, If the man gets a beating, he gets a beating. I hope they don't cave. 300 gold is a small fortune.

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"Mr. Elanzo, we expended a lot of our resources in this expedition, and we probably don't have all of this money. Can we negotiate this value?"
Kyra is trying to make a request to Elanzo to reduce the price of the horses.
Diplomacy (make a request): 1d20 + 6 ⇒ (15) + 6 = 21

GM Fuzzfoot |

Kyra flashes a smile and her calm way, and she is able to negotiate the price down to 150 gold, and Elonzo is currently friendly. Scevola starts blubbering his thanks.

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"150 gp sounds fair to me. Let me check it with my comrades".
Kyra calls D'lack and Vimar in an opposite corner and asks "so, I have 6 gp... we need 150 gp to not split blood in this place. Aram Zey said: 'If you dip into your own resources and manage to survive, the Society will attempt to reimburse you', this is the time. If any of you have this gold, pay that man and we'll solve this problem without make fanfare".

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Thorn CLEARLY hates this plan. It's just a beating after all... I mean, come on. Still, he doesn't want to be THAT guy. He hands over whatever the group needs, making a rather immature and childish face in the process. When D'Lack extends his hand, Thorn quickly repockets the money.
I will definitely give my fair share. Thorn is a cheap bastard, but I'd never roleplay him in such a way that he doesn't contribute. It's all fluff.

GM Fuzzfoot |

If it makes Thorn feel better, it is just a beating AND no horses, which could be pretty bad for your caravan. :)

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Taidus looks the situation over. He wants to just split his skull open, but knows that wouldn't be wise to expose his group. He stands back, quietly.
He glares at the babbling idiot. His sorry ass better be worth it!

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I have enough money to pay the man. I was saving for my next buy but you're right It will be better if you do it quietly.
"Thank you, D'lack", greets Kyra.
With the 150 gp offered by the sorcerer, the cleric goes to Elanzo. "Here is your payment for the horses. Thank you for the goodwill, Sir. Now, let me take this drunk bastard to his home, he have work to do".
After saying this, Kyra will take out Raimondo of that place in safety, with the aid of Vimar and D'lack.
@D'lack: thank you for the 150 gp. I hope that we can give you back this value at the end of the scenario. =)

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Agreed, Cartehegn. Stealth: 1d20 + 7 ⇒ (10) + 7 = 17
-Posted with Wayfinder

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Good call, good call said D'lack
To complete our journey, we need some basic equipement, we've heard that House Cartahegn is one of the best to deal with, is that right my friend ?

GM Fuzzfoot |

A little louder than you are comfortable with, he says "Sssurre, one sup... sup... supplier ish as good ash another, suppose..."
He stumbles off toward a back room. "I just need some rest, then I'll be ready to get your supplies and go."
He is clearly pretty drunk and not going to be of much help for a few hours.
I see Wyatt and Thorn made roles for moving to the Cartahegn house, so everyone else should post their roll next. Same approach?
Surrounding a sprawling, two-story trading post is a mass of citizens and merchants alike. Some wear worried expressions and wring their hands, while others shout angrily at a welldressed young woman by the entrance.
“As I said,” shouts the Cartahegn spokesperson from atop a wooden crate, “all Cartahegn resources are needed to deal with this emergency with our sugarpress, and our storefront is closed for the remainder of the day or until management resolves the situation. We apologize for the inconvenience, but for now please return to your homes and places of business.”
As she climbs down, most of the grumbling mob begins to disperse.

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Diplomacy: 1d20 + 4 ⇒ (1) + 4 = 5 Roll for passing for a sage
Seeing the mob dispersing, D'lack tried to know what's going on with the business.
Excuse me sir, what's going on ? Is the Cartahegn house closing ?

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"This sounds like something more up my alley. Time to make some leverage. Let's get in there. Pigeon plucker or with a jenny, I don't much care."

GM Fuzzfoot |

"Seems like they have an ant problem or something," one man says.
Another woman chimes in. "It isn't good. House Cartahegn controls most of the food trade in and around Bloodcove. Their warehouses keep most of the city and the ships that frequent its harbor from starving to death."
The young spokeswoman that made the announcement heads inside.

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Before went to Cartahegn House, Kyra says to the others: "my friends, we made a plan before went to this city. Some of us will be sneaking and others speaking. Just let each do their job, right?", she looks directly to Wyatt in her final words.
Diplomacy (for the act): 1d20 + 6 ⇒ (8) + 6 = 14
"Ants, hm? Maybe we should offer some help to solve this. They can see us with good eyes in the trade for supply".
The cleric will knock at the door where the young spokeswoman passed by.

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Vimar adopts his guise as a scholar again on the way to House Cartahegn. Along the way, he looks for friendly scholarly sorts, probably a rarity in Bloodcove, smiling at them and learning about the libraries and museums of the city (a quick task).
Diplomacy to pass as a sage: 1d20 + 8 ⇒ (8) + 8 = 16
Hearing of the ant problem, he agrees "Surely we can figure something out to help them with the ants." When Kyra goes to knock on the door, he joins her.

GM Fuzzfoot |

Still need a check from Taidus, but we can move on while we wait.
“Oh yes,” says the well-dressed woman of barely twenty summers. “This ant situation in the sugarpress is dire! We’re losing thousands of pounds of sugarloaf an hour, and frankly I doubt we’ll be able to turn these clicky beasts back. We expended all the available sword arms just chasing the monsters back into the basement. If more ants show, we’ll surely lose the entire mill. I hope you aren’t here to buy food, because if Cartahegn must continue to devote all its resources to fighting off the ants, expect food prices around Bloodcove to triple overnight!
“A shame we have no more soldiers. An idea came to me, you see—my housekeeper makes a sort of lotion that frightens bugs away, and I bet if someone dumped a load of it in the ants’ tunnel, it would keep them away until we could brick it up! You didn’t happen to bring any guards or soldiers with you, did you? If you were hoping to buy food and are willing to help us out, I promise you quite a discount in exchange for your services once we’re open again.”
Assuming you agree, as it sounds like your plan was to help...
She leads you to the basement. After the humidity above, the stark dryness of the basement stands out as unsettling, almost as unsettling as the acrid smell and constant, methodical clicking emanating from the darkness. The remains of bags and crates lie scattered across the floor amid a sea of grayish dust.

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"That's right, so, we have deal, Ms...?", Kyra looks to the woman with a doubt sight.
For sure we agree! =)
Perception: 1d20 + 3 ⇒ (11) + 3 = 14

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"We were here for food and supplies. It sounds like our timing and interests align quite well." Vimar follows her to the basement and draws his longspear. "Looks like we need to go back there. I'll make sure we have enough light." Vimar casts a spell and a light shines from the tip of his spear.
I'm ready to press forward to the back room but want to be sure everyone has time to buff if they choose.

GM Fuzzfoot |

The back room is the furnace room, and there are still a few giant ants left.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Thorn is able to enter the room undetected.
You can place your icon anywhere in the first room you want to begin. Thorn is going to get a surprise round action, and anyone who can beat a 17 stealth check is also allowed to go in the surprise round. Go ahead and post those actions (and rolls), and then I will roll initiative for first full round.