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Trevyn moves the rest of the way around the building, sees his target, and swings his kukri at him.
kukri: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d4 + 2 ⇒ (3) + 2 = 5
Arthes follows her friend Trevyn. Double move.

GM ShadowLord |

The masked man swings his quarterstaff at Trevyn but swings so poorly he almost loses his grip on the quaterstaff. He fumbles the large weapon but manages to grab a hold of it again before it falls. He looks all around as the party begins to converge on him again. He takes a 5' step back into the door he emerged with and reaches for the handle to shut the door once more, but doesn't shut it quite yet.
Attack Trevyn: 1d20 + 8 ⇒ (1) + 8 = 9
Party is up!

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@GM did previous post hit, Bregan was following him but posted from phone and was unable to move avatar.
Swift action: activate Arcane Strike
Rapier: 1d20 + 3 ⇒ (15) + 3 = 18
Dmg+Arcane strike(AS): 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Intimidate: 1d20 + 7 ⇒ (9) + 7 = 16
"Trevyn, your a sight for sore eyes now let's end this!"
rapier: 1d20 + 3 ⇒ (14) + 3 = 17
Dmg+AS: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Rapier whipping back and forth Bregan tries to force the man to withdraw from the doorway

GM ShadowLord |
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Yep, sorry about that! I accounted for damage but forgot to mention in narrative.
Bregan whips the rapier into the torso of the masked man and rips open a final wound. The man drops his staff and reaches to cover his wound as he falls to his knees in pain. A moment later he collapses all the way over to the ground and loses consciousness, his blood spilling on the floor around him.
Out of combat!

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Out of his trance, Esh comes back to his senses. "Oh, it seems i just killed a man! How interesting! When my alien blood takes over, I sometimes do interesting things... I'm disappointed I couldn't give this one too a blessing, hahaha!"

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Esh shrugs and grins. "Why even bother? Just let the poor soul join his god. Oh wait, no, there's no god! Hahaha. Wait a minute, what is the common belief about death for you'all razmiri fanatics?"

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Jax catches up, dragging the other Razmiri roughly behind him. ”I don’t really know the rules around here, but I can’t imagine they’re real friendly to folks ambushin’ people just walkin’ around. Why don’t you tell us what you’re doing here … or maybe we can see how long you can swim with your hands and feet tied. My money’s on less than three minutes.”
Intimidate: 1d20 + 5 ⇒ (8) + 5 = 13
He pauses to let the threat sink in, ”So who are you? Why attack us? And where is Guaril?”

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I wanted to roll an intimidate check before and I forgot.
"Wanna join jour friend and me to give you Calistria's blessing?"
Intimidate (aid): 1d20 + 4 ⇒ (5) + 4 = 9

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Arthes float over to the man and screams at him with all the fury of a creature killed in the name of hatred and malice.
Intimidate: 1d20 + 4 ⇒ (19) + 4 = 23

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Haha a 23 and a 35 should do the job ^^

GM ShadowLord |

The priest finally caves and says, "Alrighalright! Argh! No! Don't hurt me, I'll tell everything!"
"My church superiors sent me here, to serve a half-orc and a Varisian man working in this area. They quickly relegated me to work for a rude woman. She smells of dirt, and she know nothing or Razmir or his great glory!"
"All of the meetings I had with them took place outside of Tamran. Three times, in a different spot each time..."

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”A half-orc, a Varisian, and a woman who smells of dirt, huh? There's a good tavern joke in there somewhere. This woman wouldn’t happen to be an elf, would she?” Jax looks over at his teammates, ”What are the chances we’ll find the half-orc and Varisian up in the swamps, too?”
The young man gives the Razmiran a hard look, ”Give us names. The half-orc and the Varisian. We’re gonna get’em anyway, but this way we might go a bit easier on you. Also, we're here to meet Guaril. Where is he?” He makes a face and looks around, ”Also, what are the chances you got some food in here?”

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"Och, yes. We need to know their names. And anything else you can tell us about them."

GM ShadowLord |

The priest looks at Jaxin confused. "Names? All brawn and no brain I suppose. You don't understand this works kid. I get a note with a location. I go to the location, no names. These guys aren't amateurs like you."
He pauses and adds, "And who is Guaril? I've never heard that name before. I was told to come here and rough up a group of Pathfinder's who strolled this way tonight. You weren't supposed to be here for several more hours though."
He scoffs, "Food? Yeah. Let me go I'll go break you off a piece of something."

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Without warning, Jax slugs the man. (nonlethal damage, hoping to knock him unconscious)
He shrugs to his teammates, "What can I say? I'm a no-brain amateur." He stoops to search the man for useful items, "So, what now? Do we finish our search of the area then settle in to wait for Guaril?" He frowns, "Or do we think the note was a fake?"

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Esh stares at Jaxin and claps his hands. "Well done, haha!"
Esh has got no linguistics, unfortunately.

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"Sounds like we'll need to make that trip out to the swamp after all, although these two will not be joining that party. Granted that is a trip best left to the daytime when well rested, things creep in the swamp at night best left to the imagination." While Bregan cautions to wait till morning to make their foray into the swamp, he'll go whenever the remainder of the group is ready.

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But there is something to be said about striking while the iron is hot. Whoever is working against us likely does not know we know about them. The longer we wait, the greater the chance they will find out we know

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"Och, bloody good work, Pendergast! You're a good man to have around!"

GM ShadowLord |

With Pendergast affirming that the note was indeed a forgery and darkness falling around them the party decides that answers are best left for the morning. Returnings to Ashfall Lodge they are surprised to find Guaril Karela waiting for them.
“I hope you uncovered some information, my friends,” says Guaril as he applies a dab of wax to his moustache, “For my investigation was only partially successful. My sources tell me that the filthy weasels stealing my cargo are hiding in an abandoned fort. Which fort, they could not say. I would have learned more, but some men…they cannot tolerate pain, eh? Sadly for us, the Nirmathi abandoned many forts after the last Molthuni invasion. These four are our best bets.”
Guaril presents the party with a map of Tamran and its surrounding territory. He has marked the four most likely forts marked on it. The forts are Fort Faelon, Fort Machema, Fort Ursoss, and Fort Drejas. The map is located in the Current Map link.

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Looking at the map that Guaril has supplied, bregan ponders a moment before offering. "Fort Ursoss? Appears to be the easiest to hide major activity at. While the others may be used for forays against the blockade and Guaril's own ships. Perhaps using Fort Drejas after midnight to offload their ill gotten gains and a short overland trek has them at their main base of operations... Other suggestions?"

GM ShadowLord |

Guaril considers Bregan's comment. He asks, "Didn't you mention you found someone in the market who had some information? Did anything they say help narrow this down?"
"Alright-alright-alright. Look! Okay, okay, they come from the river! They sell for half what I used to pay Karela! I hope you never catch them though! I--"

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"Yes, yes it must be Fort Ursoss. That Gilligam fellow mentioned they came from the river. Do we need anything before we leave in the morning?"

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Sorry everyone, the week-end was crazy.
"Yes! I'm THRILLED to discover such a wonderful place!" declares the ganzi, stirring himself, ready to get a good night's rest.

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Jax shrugs, taking a bite of a caramel apple he picked up somewhere, and talking through a full mouth. "Sounds good." He frowns, "Do we know anything about this Varisian? Or the half-orc?"
Other than the general troubles of navigating and fighting in the dark, are there any benefits to resting before we head out there? It might give us an edge, but I don't know how many resources folks used in that last fight.
EDIT: or are we still on that first day of investigation ... meaning we're likely running low on class resources, huh?

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"Och, then let's go to the Fort and get it overwith."

GM ShadowLord |

Guaril suggests the morning, "I can see you all are ready to be off right now and I applaud your energy, but keep in mind that the Fort is not just over that hill. It will take you the majority of the day to journey there and you would be going through that unknown territory in complete darkness. I recommend you get a good nights sleep first before proceeding, but if you are insistent to press on tonight you can depart as you wish."
It's up to you when you go: tonight, no rest, no recharge, but possibly catching them by surprise. Tomorrow morning, hoping they're either not there or by advantage of light to see. Tomorrow night, rest, and hopefully easier to sneak in. You guys tell me.

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This is kind of a whim, but does Jax catch any deception or ulterior motives when Guaril speaks? He’s Varisian, right?
Sense Motive: 1d20 + 6 ⇒ (8) + 6 = 14
My vote right now is "the sooner the better", but I want to make sure the spell-casters among us are at full capacity (or close to it) when we head out.

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As a spellcaster, I didn't use much of my abilities. I'm good to go if needed.

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Jax nods at Guaril’s words, ”Resting is smart. I sure don’t wanna have to rest in some grubby swamp after a day of hiking. We can hit the trail hard tomorrow.”
Consider my vote altered. Let’s rest the night and get going early tomorrow. Spending the night tracking through marshes and hitting them fatigued seems short-sighted, even it gives us surprise.

GM ShadowLord |

Assuming the party agrees and moves on in the morning then.
Setting off in the morning reveals that it had rained most of the night and would have made your journey quite uncomfortable. The party sets off and Guaril states he will be accompanying you on the journey. The fastest route takes you through some rather rough terrain and forces the trip to take all morning and most of the afternoon. Eventually you catch sights of the fort in the distance however.
Fort Ursoss is a ruined structure, apparently destroyed by fire. As the party approaches, Guaril explains, "Many of the old forts in this area have hidden escape routes. I wouldn't be surprised if we could find one if we scout the area."
Sure enough, only after a brief search, the group uncover a hidden trap door. It leads to an underground tunnel, that is blocked by a iron grate. There is no apparent way to open it. Guaril says, "Hmpf. Tough luck. This may be a good escape route for you, though. I shall stay here to guard it, while you seek out the proper entrance."
Though a few party members hint at the idea of breaking it open, Guaril cautions against it and suggest that the party head around to where scorched ruins were instead.