
![]() |

Popping the ioun stone into one of your wayfinders causes the needle to veer from its previous orientation, indicating a location to the northwest. It would normally be trivial to use the wayfinder to navigate to the indicated location. It's obvious that open consulting a Pathfinder's badge of office in Bloodcove is not a good idea. You'll have to do so subtly.
One person can make a Survival check to navigate. One person can use Sleight of Hand or just Dexterity to open the wayfinder while keeping it out of public view. It's easiest to pull this off if one person makes both checks. Taking 10 on the Survival check is possible, but makes the check to hide the wayfinder trickier.
The Survival check is what determines overall success, and will need to be repeated if failed. The Sleight of Hand determines whether you can avoid suspicion when you do so, and will only need to be rolled once per Survival check. I've included DCs in spoilers. Once you've rolled once, check and see if you need to repeat.

![]() |

Beorin supports with the blessings of his patron though he hopes they do it in a much more secluded area.
Will cast guidance on whoever is doing both checks.

![]() |

Hmm... I'm assuming we can do Aid Another's on the survival checks.
Our checks in it are +5 (Wyatt), +4 (Dunkel, Beorin, Doubtful), +1 (Thorn) and -1 (D'Lack)), so we'll need to work together to get a decent score I suspect. So Wyatt as lead (with guidance) and the rest helping?
Thorn seems to have the Sleight of Hand handled =)
Doubtful does his best to try to help figure out where they're trying to go, without the wayfinder immediately obvious to guide them!
Survival aid!: 1d20 + 4 ⇒ (7) + 4 = 11

![]() |

Thorn and Wyatt are able to maneuver through the streets with surprising ease. Thorn keeps the open wayfinder in a pocket hidden from casual viewers, but where Wyatt can glance down occasionally to correct course.
The wayfinder leads to a small plaza with a fountain in its center, and the needle points to an unoccupied storefront.
There is little of interest inside the building beyond its cellar door, which is sealed with an imposing iron padlock.
I assume Thorn will try and pick it, so...
The the solidly built lock seems to have exceptionally fine mechanisms, as it proves too tricky for the thief to pick.

![]() |

I could use my domain powers but I'm not sure how much damage can I do....I am the lowest level here after all...

![]() |

Thorn's Disable Device modifier is +17.
-Posted with Wayfinder

![]() |

If plan b(eorin) is out, Thorn can take 20
As Thorn continues to struggle with the lock, eventually it dematerializes in his hands, revealing that it's actually an illusion. With that resolved, entering the basement is easy.
The area appears thoroughly cleaned out, with no furniture and only a little dust. Thoroughly searching reveals a hidden stone compartment. Thorn doesn't see any trap.

![]() |

When Wyatt goes to open the compartment, 1d20 + 15 ⇒ (17) + 15 = 32 a needle swings out and pricks his finger for 1d3 ⇒ 1 damage. Unfortunately, the needle is covered in purple fluid. Fort save vs. Poison, please
Inside is the second ioun stone as well as a broad, wax-sealed scroll case that contains dozens of pages detailing Aspis activities in Bloodcove, qualitative data about the upcoming expedition, and even dossiers on several of the agents involved.
Some entries stand out from the others, including Pahwoki the Blade, a murderous Bekyar who wears a necklace of ears and is believed able to make the trees walk; Lilianna Alazzario, an agent relocated to Bloodcove after she burned down an Isgeri village just to collect a small debt; Yola Hask, a one-handed smuggler banished from Rahadoum for “crimes against the state;” Micky Threetoes, an Andoren exile with a history of aiding slave traders; Zamil Namoth, an Ustalav aristocrat known both for his charm and his claiming trophies from his macabre hunts; and “Fiveknives” Kalim, a seasoned explorer of the Mwangi Expanse infamous for his callous treatment of the native people.
Malika also suspects that the mission’s primary purpose is looting, and she reports that the Consortium is particularly interested in a giant golden statue of some type. Finally, her report suggests the Consortium knows about Venture-Captain Nieford Sharrowsmith’s expedition to the Bandu Hills, though it seems the Aspis are merely planning to follow his trail but have not actually done so yet.

![]() |

Beorin loosk at the papers and is highly suspicious of it being that the names listed on it are pretty much familar...
Beorin as likely encountered said body of Nieford and the other NPCs named....

![]() |

Good findings ! The info is a little old, as we've already encounter such of these people, but quite interesting. Says D'lack after taking a look on the papers.
I think it's time for us to get out of here. The less we stay here, the better. To find a way to get out of here, I could asks people at the Cartagene House to help us. I have a good relationship with them since my last stay here. offers D'lack.

![]() |

Well, you add 1/2 your level to all Disable Device checks, which takes it to +20...
only versus traps
-Posted with Wayfinder

![]() |

"I apologize. I should have seen that trap. Aye, the information is old."
He looks about to make sure we're not being watched, and grabs the next ioun stone...
Perception: 1d20 ⇒ 19
-Posted with Wayfinder

![]() |

Wyatt McDonald wrote:Well, you add 1/2 your level to all Disable Device checks, which takes it to +20...only versus traps
The bonus on perception is just vs traps. On disable device, it applies to all uses
Doubtful supports clearing out, though he's pretty sure they've already been spotted and waits for the inevitable ambush.
House Cartagene sounds good!

![]() |

Dunkel scans through the sheets like an accountant checking his bottom line.
"Aye, so 't looks like we found more n' we expected 'ta!"
Giving a nod to the others, Dunkel indicates he's ready to move on.
This one is a bit nebulous feeling to me on where and what we're doing. Do we look to meet up with Novaria now?

![]() |

As you head towards Novaria and House Cartahegn, you notice more and more whispers in the crowd and fingers pointed in your direction. It seems the town is becoming more suspicious of your presence.
House Cartahegn is based in an imposing two-story trading post in the northeastern part of the city. The storefront bustles with citizens and merchants alike, most purchasing staple commodities such as sugar and rice. A busy clerk greets customers as they enter and provides helpful directions to any who ask.
The clerk is, however, dismissive when you ask to meet with Novaria. "She's a very busy woman. No time for walk-ins. Let's see...I can fit you in for fifteen minutes next Wealday. How does that sound?"
As he speaks, a woman several of you recognize as Novaria walks by, escorting a well-dressed Vudrani man to the exit. She looks startled to see you.
"Well, here's some faces I didn't expect to see again! Let them through, Georgina. These are old friends."
She hugs those of you she's met before in Before the Dawn part 1, and leads you to her office, much larger and better appointed than where you last met. She gets right down to business.
"It's always a pleasure to work with the Society. In fact, I owe my current position in large part to our little arrangement last time. Have you come to me with another such opportunity?"

![]() |

Was never skilled in disguise on Beorin. lol

![]() |

D'lack hugs Novaria back. Good to see you again Novaria ! It's a second time I saw someone from one of my first mission. We help again Juliet, a few weeks ago.
But this time, I think it's us that need your help. First, our Venture Captain, Alia - you know her I'm sure, she's a merchant at Sarrowsmith's Export in Nantambu - asks us to look for people who could help the society moves goods and people through Bloodcove.
As we know you and your difficult relationship with the Aspis we thought of you first !
You may also knows people not so happy with the Consortium that could help us.
Second, we need to get out of the city soon, quickly and quietly and we hope that you could help us do that.
Can you ?
Asks D'lack with a genuine smile.
Diplomacy (aid): 1d20 + 5 ⇒ (4) + 5 = 9

![]() |

Dunkel ticks off a third finger.
"Third, ah noticed ye've got a bit o' a waste problem 'ere, n' ye could be usin' some nice ten-by-ten pits dug..."
Grinning, Dunkel makes eye contact just briefly with the others, having nothing other to add after D'lack's first two points.

![]() |

Is there any way to know what we're failing at, in our Mining Company ruse? So we can possibly fix the problem.
Doubtful has never met the woman before. He hangs back, eyeing everything, and everyone, suspiciously.
Just as an aside, perhaps she can help with one of our other mission goals... ie: identifying some groups/individuals that might be open to opposing the Aspis in town

![]() |

It seems like you've performed your major tasks without doing anything too egregious to raise the alarm. It's possible that one or more of you might be less than convincing in your cover when taking 10.
She considers D'lack's request for a moment, before commenting, "What you're asking for is extremely risky. If the Consortium caught on to our involvement, we could be shut down entirely. I'm afraid that you're asking for too much. We might be able to expand trade to Nantambu, giving you more indirect access to our supplies. Waste disposal, on the other hand, is an area where we've been looking to expand."
A social check or relevant Profession check might get her to reconsider

![]() |

Sense Motive, to see if our words are getting to her despite her objections.....1d20 + 10 ⇒ (1) + 10 = 11
Diplomacy, with a little divine Guidance 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Holding his Holy Symbol to give him a little guidance, Beorin makes attempts to change her mind.
"We understand your position and the dangers of such an understaking. We thank you for your offer to allow us addtional ways to access trade however do consider this that despite the dangers in this endeavour, the rewards are indeed substantial. This could be yet another step to breaking the Aspis's hold on this town and give you yet additional trade opportunities that'll can only benefit both sides. I ask that you reconsider our requests."

![]() |

She ponders for a moment before responding.
“Part of what makes me so hesitant is that we've had our fair share of other problems. If you could help remove one particular thorn in our side, I'm sure I can convince the rest of the House to support a collaboration.
She continues, Recently, a local pirate crew led by a raider named Ungala has been intercepting our trade barges and wagons and stealing our cargo. It is the gods’ fortune that you came to see me today of all days, as we are preparing to move an exceptionally valuable shipment to Warehouse Row to be loaded onto a ship bound for the Inner Sea today. After our usual guards’ failure to protect the last two shipments from Ungala’s raiders, I’ve lost confidence in their abilities.
But where they have failed, you might have a real chance. Up to this point, Ungala and her ruffians have always attacked while our supply carts were passing near Free Trade Square, where they can strike in the narrow streets and disappear into crowds quickly. I have no doubt that they’ll be planning such an attack for today’s shipment, and I want you to be there and ready to intercept them.”
She provides a map of the route, indicating a couple areas where an ambush is likely.

![]() |

"Desna smiles, counter ambushes are our specialty."
Thorn's grin is that one he sometimes has that is a bit off-putting.
"I volunteer to scout ahead and find a good point to get the jump on them, or to pinpoint the ambush locale."

![]() |

Beorin merely settles himself down in a realative sheltered place in the caravan.

![]() |

Had a little technically difficulty with the map earlier today. Should be able to get it up tonight. In the meantime, when the shipment goes:
Once you are ready to begin, Novaria introduces you to the teamsters driving the wagon and wishes you luck.
The tiny caravan winds through the northern half of the city while sticking to the sturdier streets, which are increasingly crowded as the procession approaches Free Trade Square.
Most of you are vigilant, constantly on watch for the inevitable ambush. D'lack, however, gets caught off guard, distracted by the constant commotion of the city.
The others spot the crowd beginning to scatter ahead where someone has erected a rough barricade across the street, and can leap into action as arrows start flying.
Beorin: 1d20 + 5 ⇒ (18) + 5 = 23
D'lack: 1d20 + 6 ⇒ (3) + 6 = 9
Doubtful: 1d20 + 13 ⇒ (13) + 13 = 26 Stonecutting
Dunkel: 1d20 + 15 ⇒ (14) + 15 = 29 Stonecutting
Thorn: 1d20 + 16 ⇒ (16) + 16 = 32
Wyatt: 1d20 + 14 ⇒ (9) + 14 = 23
Beorin: 1d20 ⇒ 2
Dlack: 1d20 + 4 ⇒ (4) + 4 = 8
Doubtful: 1d20 + 4 ⇒ (4) + 4 = 8
Dunkel: 1d20 ⇒ 15
Thorn: 1d20 + 5 ⇒ (17) + 5 = 22 x
Wyatt: 1d20 + 7 ⇒ (9) + 7 = 16
B1: 1d20 + 3 ⇒ (11) + 3 = 14
B2: 1d20 + 3 ⇒ (12) + 3 = 15
U: 1d20 + 13 ⇒ (9) + 13 = 22x
G: 1d20 + 4 ⇒ (18) + 4 = 22x
G: 1d20 + 4 ⇒ (8) + 4 = 12
Streamlined initiative a little.
A stern faced woman stands, leaving her hiding place on a nearby roof. She aims her bow at D'lack, shouting "Traitor!". Loosing an arrow, it hits the sorcerer in the shoulder.
1d2 ⇒ 1
Arrow: 1d20 + 12 + 1 + 2 ⇒ (3) + 12 + 1 + 2 = 18
Damage: 1d6 + 2 + 2 + 1d6 + 1d6 ⇒ (6) + 2 + 2 + (4) + (1) = 15 4 points of that is electricity. Please give me a fortitude save vs. poison.
Another man leaps from behind a barrel by the side of the road, also targeting D'lack with his heavy crossbow.
1d6 ⇒ 2
Attack: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d10 ⇒ 4
Until the map is up, assume U is on a roof, 10 feet up, along with Blue. Red is directly ahead, behind the barricade, while Green and Orange are in alleys to the left and right.