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"Oh wow! Our list of things to do is getting longer and longer. But if you think this is very important then let us do it." Andor answers Laria.
"So where are these mercaneries exactly and do we need to fight or can we also sneak them out? Why do you believe that they would would work for the Silver Ravens when they usually only work for the right coin??" Andor asks with a raised eyebrow.

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GM, while the chase was happening, I would assume we would have time to ask the dragon a few questions, would Red's earlier question have gained anything?
Red doesn't take the news of Andor's close capture very well. "Why man do that!..Rrr.. Why no call Red!..Rrr.. Red beat down any guard!" But nonetheless is relived his new friend, that the werecrocodilekin has taken a liking to, is still standing here amongst the group.
The discussion of the raid brings nothing but smiles to Red's monstrous face. Boldly he makes his point! "We fight! GRRR... Teach lesson to those who obey evil church...rrr!.. We go now! Then whole city see power of rebellion!"
Perhaps avoiding sneaking around would be a not bad alternative, we put on a show of rebellion (with our disguises of course), disguise out before any dottari show up, and head back casually with our new allies (assuming they can disguise, perhaps we should buy disguise kits for them?).

GM PDK |

@Red: the dragon doesn't care much about human affairs, and knows even less about it... he just hasn't paid any attention to any kind of talk about politics or religion, being more interested in pranks and starting fights and having fun watching the fruits of the disinformation he was spreading.

GM PDK |

Your characters are free to shop (anything 200gp or lower) and spend the rest of the day and early evening preparing. Let me know if you go at night or next day during daylight.
Sallix Salt Works is located just outside Salt Gate in Old Kintargo (City Map updated). It is a squat, rectangular structure built around a low stone dome. Here, heavy loads of wet salt from the brine springs to the south are delivered daily. These loads are dumped into the Salt Works’ wide, clay-lined pit, where furnaces burn night and day to dry the salt. You see three large stacks rising from the dome's prerimeter.
What do you do?
Battle Maps updated

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"We should go at night. Easier to hide from a bunch of humans in the shadows."
Assuming nighttime works, Roldala will do a quick circuit of the Salt Works, looking for any relatively accessible windows. Her (newly purchased) rope and grappling hook prepared to help with said access.

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"Why hide?! ..Rrr..Show power!..Rrr... We go day." Red roars.
I have a preference for day, and if we go day will contribute to buy disguises for the mercenaries. But will accept majority rules..

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"So where are these mercenaries exactly and do we need to fight or can we also sneak them out? Why do you believe that they would would work for the Silver Ravens when they usually only work for the right coin??" Andor asks with a raised eyebrow.
GM, would be great to receive some guidance from Laria why she believes these prisoners to be of importance and how we should handle them when we find them.
* * * * *
"Andor and I require new disguises first, and we will all need a plan--but the idea is sound."
"You are right Kardess, I will buy two disguise kits to be a little better at that but to be honest my skill level is quite poor with regard to disguises." he sighs.
Andor would buy the kit. I hope it is ok for all of us to chip in 20 GP for each player and buy two disguise kits for 20 uses.
* * * * *
"Roldala is right in my opinion. Red, I would like to kick their but too - but we will have a chance to do that at night, too. And I believe that we have a better chance to get the prisoners out unnoticed during the night. So we could follow Kardess' suggestion and try to free them a couple of hours before the curfew is over and then cross over with the freed mercenaries."

GM PDK |

In the interest of saving you all some time --> At night: dottari patrols are more frequent; bridge is closed; anyone failing stealth check means a patrol sees you; anyone carrying a light source means a patrol sees you. During the day: dottari don't stop people just being on the streets. I'm not saying do A and not B: I'm just informing you on how the AP works. If the vote for night option wins, we'll have a bit more work to do before you can all proceed to this encounter (dice rolls, possible random encounter, possible dottari guards, etc.)
@Andor: no additional info provided by the AP

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"Well ... good that we had this discussion on the trade offs of doing this mission during night or day with you Laria, Rexus and the team! After looking at my experience today and the insights that we just came up with, it seems better to follow Red's plan after all and go there during the day." Andor suggests.
"Maybe we still have enough time to go to Clenchjaw's after this as he really asked us to be there today evening." Andor says with some hope in his voice.

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At the beginning of the day Andor prepares the extracts 'Expeditious retreat' and 'Cure light wounds'.
"Okay, now that a new day has started let us start with some disguises using our new disguise kit. I will try to disguise those that cannot look human, i.e. Roldala (disguise as human), Kardess (disguise as gnome) and SK2 (disguise as gnome) and you all should check the disguise please."
Can I assume that the others just take 10 for their disguise aids? This would mean Roldala and Red automatically fail and Kardess and SK2 provide +2 each. I already included the +4 below, please deduct that if this is not ok.
Disguise Roldala: 1d20 + 2 + 2 + 4 ⇒ (1) + 2 + 2 + 4 = 9
Disguise Kardess: 1d20 + 2 + 2 + 4 ⇒ (20) + 2 + 2 + 4 = 28
Disguise SK2: 1d20 + 2 + 2 + 4 ⇒ (19) + 2 + 2 + 4 = 27
"Well, then let us prepare for the event! Let us start with distributing the items we found in the rubble of the Silver Star. I assume that none of us can really use the scrolls so the only person that can at least try to use them is Kardess, so Kardess would you take the scroll of cure moderate wounds, a scroll of daylight, a scroll of remove blindness/deafness, and a scroll of remove disease?" Andor asks.
"How do you want to distribute the the three potions of lesser restoration and the four potions of cure light wounds?" Andor asks.
"I would propose that those that cannot make extracts, so Red, Roldala and SK2 take one of each potion and Kardess if that is ok, I would take the remaining Cure Light Wound potion?"
"Are you guys ready then to go rescue the mercenaries and their leader Forvian Crowe?"

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Potion distribution works for me.
@Andor: Taking 10 is not allowed on aid another attempts.
"We really need to come up with a better disguise method. Perhaps Laria can recommend somebody? An actor, perhaps?"
Kardess points to a few missed spots on the ratfolk's disguise.
Everybody please roll aids on all Disguise checks. It is a free chance to improve our rolls--there is literally no risk, only reward.
Disguise (aid)(Kardess): 1d20 ⇒ 8
Disguise (aid)(Slitheren): 1d20 ⇒ 16

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Kardess waits until everybody is almost ready to leave for the day, then takes a few minutes to prepare and study the scrolls.
Drink potion of heroism
Decipher scrolls
Carry potion of fly in hand at all times.
DC 22 Spellcraft (cure moderate wounds): 1d20 + 1d6 + 10 ⇒ (19) + (6) + 10 = 35
DC 23 Spellcraft (daylight): 1d20 + 1d6 + 10 ⇒ (10) + (6) + 10 = 26
DC 23 Spellcraft (remove blindness/deafness): 1d20 + 1d6 + 10 ⇒ (13) + (1) + 10 = 24
DC 23 Spellcraft (remove disease): 1d20 + 1d6 + 10 ⇒ (11) + (5) + 10 = 26

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Disguise (aid)(Roldala): 1d20 + 2 ⇒ (19) + 2 = 21
Disguise (aid)(Kardess): 1d20 + 2 ⇒ (20) + 2 = 22
Disguise (aid)(Slitheren): 1d20 + 2 ⇒ (4) + 2 = 6
"Rrr.." Red slaps on the blood red lipstick for the lot, but has difficulty tracing a ratfolk's lip due to the contour. "Stay still!!...Rrr.." Eventually, he loses patience and walks away before his rage overcomes him.
As Andor distributes the gear, the werecrocodile accepts the two potions. "Red want use it..Rrr..We go now? Red Ready!" He roars, and gives a wide smirk.
Updated temporary gear in profile page.

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Aid Kardess: 1d20 - 2 ⇒ (5) - 2 = 3
Aid Slitheren: 1d20 - 2 ⇒ (15) - 2 = 13
While Red checks the doors, Roldala searches for other points of entry.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27

GM PDK |

Roldala you see a covered patio in the back, with a few tables. It also doubles as a shipping area with a bunch of boxes and crates. It's all fenced up though, but you can see through the wood boards. You see a door as well.

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Sorry GM, should clarify, checking the doors would mean to see if they are locked or not, if not locked would have at least crack open to door to peek inside.

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@Red: Stealth could be very important for something like that.
As Red's arm tenses to open the first door, Kardess' hand shoots out to hold it in place. He whispers, "Please, allow me."
Kardess mixes some powder into a vial and drinks it. Then he listens at the door a moment, before carefully cracking it open and listening again, and then inching the door a little wider to peek inside.
Cast heightened awareness. Take 10 for 27 Perception (+2 vs. traps) and 28 Stealth.

GM PDK |

No traps; about half a dozen people inside talking and laughing; other sounds of people working.

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@Kardess: Red rolled a 30 stealth check! ;-)
Andor looks for traps as well on the door where he and Roldala are standing.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
If he finds any traps he will try to disable them.
Disable Device: 1d20 + 10 ⇒ (16) + 10 = 26
He then opens the door and peeks in.
Stealth to open very silently: 1d20 + 8 ⇒ (17) + 8 = 25
Perception to check out the area: 1d20 + 10 ⇒ (8) + 10 = 18

GM PDK |

Patio is fenced in. Need climb check before getting to door. There's no fighting but let's use the following order to keep track of things.
Round 1 - bold may go
Andor
Roldala
Red
Sk2
Kardess

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Roldala will stick around to give Andor a boost until he manages to clear the fence.
Aid: 1d20 + 7 ⇒ (19) + 7 = 26

GM PDK |

*CRACK!* is the loud snapping noise of one of the overlapping wood board the breaks when Andor tries to hoist himself over the fence. Thankfully he suffers no damage from falling into the dirt and sand surrounding the fence.
Round 1 - bold may go
Andor
Roldala
Red
Sk2
Kardess

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"Perhaps better to go around..Rrr..too many people.." The werecrocodile-kin suggest, shuffling himself around the building to where Andor and Roldala are.
Staying true to the nature of combat maps, I will double move from the front door to head back to see what Andor and Roldala are up to. Also seems like a bad idea to spilt up!

GM PDK |

Andor: climbing is 1/4 speed and stealth is 1/2 speed, for a total double move of 60/8 = 7.5; therefore, it takes you 2 rounds to get over the wobbly 10-foot tall wood fence (its posts are not anchored very deeply)
The heroes are all bunched up against the fence, quietly aiding each other across.
I'll need a stealth check from everyone except Andor, who already got his stealth on! Assume that you are all able to climb over the fence with the help of one another

GM PDK |

Kardess/Red/Sk2: As you join Andor and Schrec on the north side of the building, the shouts and sounds of men working inside Sallix Salt Works, and also the sound of people talking/laughing diminish until you can't hear them anymore. The only thing audible from this north location is the roaring of the three furnaces heating up the salt drying dome. Even from the outdoors, you can feel the heat coming off of the dome's bricks, indicating the work conditions inside must be absolutely horrendous and must require lots of breaks, water, etc.

GM PDK |

Roldala notices a member of the dottari on top of the city wall by the nearest guard tower look down her way. She ducks her head down quickly back into the narrow alley between Sallix Salt Works and the other industrial building to the east, before resuming her climb over the wall about two minutes later...

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We are on the other side now and can see the inside? Is there a door to the building that we were standing next to? The one not connected to the main building? If yes Andor tries to listen/look through windows to first see if someone is inside and will open the lock if nothing is to be heard.
Perception to listen/look through windows: 1d20 + 4 ⇒ (19) + 4 = 23
If the door is locked - disable device: 1d20 + 10 ⇒ (14) + 10 = 24

GM PDK |

Thanks for the legwork Andor!
You are all in the work yard, and you see that both the main and small building are window-less, heavy masonry buildings. Both have doors. Andor hears people snoring in the small building.

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Andor will look for something to barricade the door to the building in which pople are sleeping and additionally will try to lock the door and break the lock so that nobody can exit this separate building.
Disable Device: 1d20 + 10 ⇒ (16) + 10 = 26

GM PDK |

No problem. The door was unlocked but you lock it with your thieve's tools and then break a thin metal rod into the lock. They'll be stuck for a while, even if they wake up.

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Andor then moves to the other door leading to the main building and tries to unlock the door.
disable device: 1d20 + 10 ⇒ (14) + 10 = 24
If he was successful he starts to open the door and peeks inside silently.
Stealth: 1d20 + 8 ⇒ (10) + 8 = 18

GM PDK |

You peek. You sneak. Nothing and no one in there!
Room Descriptions:
D3. Storage: This room is used to store shipments of
rock salt and smaller sacks of table salt.
D6. Work Yard: The work yard is a covered patio
for meeting with customers and readying larger loads
for delivery.

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Whispering to Andor, the werecrocodile-kin asks, "Who did we lock?..Rrr" as he follows along hoping for some action!
I believe Kardess with the highest stealth modifier might want to lead the scouting.. I will roll my stealth in advance for the exploration.
Stealth: 1d20 + 10 ⇒ (13) + 10 = 23