
![]() |

Lucky will make eye contact with her, and give a quiet salute while snapping to attention, before returning to his duties.

![]() |

The most popular game in this casino involves rolling a polished crystal shard that scintillates between different colors and patterns. Players win a round when the shard matches the color and pattern of the crystals at the center of their table. The game is simple enough to play, but participants only have a 15% chance of winning a given round. In another popular game, players attempt to form specific patterns by stacking partially transparent tiles.
Arxus perception: 1d20 + 2 ⇒ (4) + 2 = 6
Lucky perception: 1d20 + 2 ⇒ (9) + 2 = 11
Roudantaimi perception: 1d20 + 6 ⇒ (1) + 6 = 7
Check 2:
Arxus perception: 1d20 + 2 ⇒ (8) + 2 = 10
Lucky perception: 1d20 + 2 ⇒ (18) + 2 = 20
Roudantaimi perception: 1d20 + 6 ⇒ (1) + 6 = 7
An hour or so after the General makes her way to the VIP lounge, Lucky notices an oread woman wearing an ornate courtier’s outfit with long sleeves and several voluminous skirts that has been on an amazing hot-streak. She tends to win all of her high-stakes bets, while losing a on the low. This bothers the little cleric, as it defies the luck that he worships.

![]() |

Lucky will stop by Arxus and update him briefly on the nagging feeling... then proceed to circle the room discreetly and slowly, observing the player's rolls.
does she match the description from Boss?

![]() |

per private chat with gm...
perception, adaptable luck: 1d20 + 2 + 3 ⇒ (15) + 2 + 3 = 20

![]() |

Sense Motive: 1d20 + 6 + 3 ⇒ (14) + 6 + 3 = 23
Lucky notices the woman cheating by sneakily replacing some of her tiles with others hidden in the sleeves of her dress. While she doesn't match the description of Inysha, she is, for sure, actively cheating.

![]() |

Per GM
Perception: 1d20 + 2 ⇒ (15) + 2 = 17

![]() |

Lucky stops a waiter/staff member and whispers "Tell the Boss we have a cheat."
He then makes eye contact with Arxus before pointing to the cheat and moving with intent to... politely remove her from the table.

![]() |

Arxus nods and moves in to... kindly support Lucky.

![]() |

The two move forward toward the table, but the woman does not react to their presence. She continues to play the game with the tiles.
lucky sense motive: 1d20 + 6 ⇒ (13) + 6 = 19
arxus sense motive: 1d20 + 4 ⇒ (17) + 4 = 21

![]() |

"M'am. You are going to have to come with us. Now please."
Lucky tried to look stern... but is happy to have Arxus there.

![]() |

As an FYI - the staffer leaves to go tell Boss, but suggests that Lucky handle it.
The woman does not stand up, stays with her tiles at the table. "And why would I want to do that, little man?" she asks, with a snarl on her face.
Now that they are face to face with the woman, the two can tell that she has an elaborate disguise on, but cannot, as of yet, tell if she matches the description Boss gave them. However, she was definitely cheating, so they do feel they have the right to throw her out.

![]() |

"Because we don't appreciate cheats in this establishment. Now you can come peacefully or not. your choice - but you are still leaving."
intimidate, luck: 1d20 + 3 + 3 ⇒ (20) + 3 + 3 = 26

![]() |

At that, she stands up, obviously furious. "HOW DARE YOU ACCUSE ME OF CHEATING!!!" she screams, causing many around the room to notice.
Within a very short matter of time, slips of paper start circulating through the room.
In Terran, they say, “Fight or no Fight? Place your bets now! Odds are 2:1 in favor of a purely verbal argument over a physical confrontation!”
She looks at Lucky, and then notices the tiefling with the sword hovering over him.

![]() |

Prizm wanders over to Lucky and looks at him with a clueless smile.
"Have you seen Bert? Oh you look serious.."
The little gnome adopts a similar look and posture as the dour little Halfling.

![]() |

Prizm starts moving towards the commotion, but quickly realizes that the crowds are now hindering his movement, especially as he gets closer.
Difficult terrain in the gaming room, especially around the tables.

![]() |

Would Arxus be able to reveal a tile from her sleeve or the pockets in them without too much trouble or appearing out of bounds for his station to do so?
Arxus will grab at the individual's sleeve and reveal the tiles/pockets hidden within.
"This is how we accuse you of cheating! With proof!"
"Would you kindly show us the insides of your sleeves? And dealer, would you kindly gather the tiles on the table and count them by color Or suit, or however theyre differentiated to ensure that you have a full set, without any extra or missing tiles? We believe this individual has been trading their own tiles with the ones on the board."

![]() |

Without waiting for the counting to start, and without revealing the contents of her sleeves, the woman grabs her pile of winnings, shoving them into her purse, and starts stomping towards the entrance, with Lucky and Arxus in tow. "Fine, I am leaving! Are you happy?"

![]() |

Lucky will escort her out. Upon exiting. "And don't come back Inysha." as he watches her reaction to confirm his guess...
Sense Motive: 1d20 + 6 ⇒ (17) + 6 = 23

![]() |

The woman does not react to Lucky's comment, but allows herself to be escorted out.

![]() |

The rest of the night goes smoothly, and Boss thanks you for protecting his casino. He hands each of you a bag of gems in payment. (on your chronicle)
You are able to head back to the barracks.

![]() |

Lucky pours drinks create beer on the way back with a big grin. "That was fun. Arxus - time for a drink! to success! "
Lucky drinks deep before pouring another. "I am glad we caught her - hopefully the general noticed our solid work!"

![]() |

Upon hearing the commotion, Gridger walks in to see what it's all about but notes that Lucky and Arxus seem to have things under control so does not interfere with it. He picks the pieces of papers and thinks to himself. "Do I have enough faith in my friends to bet on them?" But decides in his consciousness that it's probably not the right thing to do.
A while later, after the commotion cease, he congratulates Lucky to give credit where it's due."Good job Lucky. How she passed our security checkpoint beats me."

![]() |

"Oh, you caught him!? Good job, gentlemen! But how did you manage to spot him? I was looking and looking but I couldn't find anything suspicious..."
But the important thing is that they succeeded in their mission - even with the misinformation the captain gave them.
"What do you think we should do with the captain? She's been strange all along, but after this I would say she has something against us."

![]() |

Probably sleep.
Arxus will report in and wait a short amount of time for a mission briefing, before retiring to his quarters; polishing his armor, honing his blade with a whetstone, and reciting his devotionals to The Inheritor. Then he will go to bed.

![]() |

Prizm just pouts off in the corner because he can't find Bert, and that this whole place really didn't like him or his talents.
"Oh Bert wherever you are, I wish we could just go home - I desperately want to have some blackberries with fey dust, and maybe some fizzy sweetened spring water... oh and the light.. that would be nice"

![]() |

Meanwhile off in the not so distance corner of the casino, a small dodo runs around a roulette table with a pickle in his mouth while clutching a casino chip in one of his delicate avian feet.
The pitboss dives this way and that as the young dodo seems very intent to bet on black...
"Beeerrrrrrrt!!!!"

![]() |

The next morning you are ordered to Captain Othis's office.
“You’re still here?” Captain Othis growls, without looking up from the pile of missives on her desk. “I thought you’d find a path out of here by now. Well, maggots, it’s your lucky day. I have another easy job for you to screw up.” Othis rifles through her stack of papers and holds up a scroll bearing a bronze seal.
“Zuhair Issawa needs someone to babysit a shipment of gems. Our real troops have more important things to do, so I’m sending you. All you have to do is get the caravan to his estate a few miles outside the city. Any questions?”

![]() |

"Just a few. Where are we heading to? Is the route determined already, and will it be scouted out ahead of time? Are any points of the route particularly vulnerable to ambush? Has this caravan been attacked before? If so, what do we know of the suspected attackers or attack points?"
Arxus likes tactics...

![]() |

"As I clearly stated, the caravan is going to Zuhair Issawa's estate, a few miles outside of the town. Issawa knows the route. This is well-used thoroughfare and is safe." she barks back at Arxus. "As I said, this is an easy job, not worth using real troops on."

![]() |

ah, missed the "his estate" bit on the first read-through.
"Alright, we'll get going."
"Didn't answer my questions about why it needs guarding..."

![]() |

Gridger nods. "Agreed, we shall ensure the caravan makes the route safely." Disheartened at the little trick the captain pulled earlier, Gridger cautiously approaches this job. But nonetheless gives it his all to prove to the Ungrounded the pathfinders are worthy, or maybe even better.

![]() |

The PCs can easily locate the caravan outside a warehouse in the outskirts of the city. Four stocky rock beetles carry the heaviest goods, and an agrawgh—a 25-foot-long bronze-ringed serpent with horns, silvery skin, and deadly fangs (See slide #9)—carries the bulky material. Two dwarves, Nef and Annie, are in charge of the caravan.
The journey to the Issawa estate is slow going, as the overworked beetles frequently stop to rest and must be coaxed to continue. The dwarves appear to be doing their best, but the beetles are not cooperating well.
Handle Animal check to help them, if you would like

![]() |

Sense Motive on the Captain: 1d20 + 4 ⇒ (14) + 4 = 18 before leaving the office.
After leaving the Ungrounded property Arxus will ask the party,
"Do any of you know anything about this person we're working for, or what trouble we may come across?" Are there knowledge or diplomacy checks available?
"Last time we were given incorrect information that would have been embarrassing if we had acted on. I don't much like liars, I would like not to be misinformed again..."

![]() |

Lucky will cast Longstrider when they reach the caravan. After finishing his beer and stowing his tankard, he will attempt to coax the animals into moving.
handle animal: 1d20 + 3 ⇒ (20) + 3 = 23 trained only gaah...

![]() |

Seeing Lucky struggle Prizm hops down and walks over near the giant beetles.
Looking at one of the dwarves he chirps "What do these jumbo's eat?"
assuming I get the simple detail
Nodding at the dwarf he waggles his small fingers and conjures a tempting floating large treat in front of the massive beasts.
The little gnome places his tiny hand on the massive beetles leg and tries to help move it.
Silent Image, Effortless Trickery
handle animal: 1d20 + 6 ⇒ (3) + 6 = 9

![]() |

Lucky will help Prizm by casting bit of luck on him.

![]() |

"Thanks Lucky! Maybe that will be JUST what we need here!"
Bert waddles up to Prizm and gives him a gentle nudge.
Aid Another, Handle Animal for Prizm: 1d20 + 0 ⇒ (7) + 0 = 7
"Oh that's very nice Bert! Thank you!
With that the gnome whispers some words in fey into the ear of the giant beast of burden.
Handle Animal reroll via Bit of Luck, no aid from Bert!: 1d20 + 6 ⇒ (14) + 6 = 20
plus whatever the effortless silent image lends to the cause
The little fey squinches his noes and utters some faerie magical words "ksdadbao daad akdhai!"
Speak with Animals, illusion maintained as a swift

![]() |

The beetles get moving once again, with Prizm's help.
For no apparent reason, set yourselves up on the map on slide #10

![]() |

Gridger moves along at the back of the caravan to take rear guard. He attempts to make small talk along the way, but being a man of few words, he repeatedly ends up talking about the weather.

![]() |

Roudantaimi joins the rear guard, happy to keep company to Gridger.

![]() |

Arxus will walk at the front of the caravan, ready to be the first to greet people they approach, or enter battle with those blocking their way unlawfully.

![]() |

A er 4 hours of stop-and-go travel through a forest of stalactites and stalagmites, the caravan reaches a narrow bridge made of magically-shaped quartz spanning the vast geode walls surrounding the Opaline Vault. A waterfall tumbles from the ceiling nearby, an influence from the Plane of Water that fills the air with a perpetual mist, though the mist has no effect on Perception checks against creatures within 200 feet. Stalactites grow down from the low ceiling, the longest of them reaching all the way down to the bridge itself. Beneath the bridge, the “floor” of the geode is made up of jagged crystals that sprout from the ground 10 feet below.
From the ceiling, a pair of rock creatures drop down, as well as a flying earth creature.
The flying earth creature casts a spell-like ability. The ground beneath the party gets very soft and muddy (the orange squares on the map). Arxus, Prizm, and Bert are all caught in the mud, and cannot move, attack, or cast spells. However, The Drunken Hero smiles upon Prizm, and he manages to wiggle his way out of the mud, so is not bound.
These are medium earth elementals. Outsider (earth, elemental, native [here]). Standard elemental traits.
Earth elementals have earth mastery and earth glide.
The former grants them a +1 bonus for to hit and damage if their target is on the ground, but they get a -4 penalty if their target is in the air.
The latter allows them to move through stone, dirt, or any other sort of earth, except metal, as easily as a fish swims through water,
This is an earth mephit. It is a small outsider (earth).
Earth mephits can breathe out a cone of rocks once every 4 rounds as a standard action. They also can change size (as enlarge person 1/day.
Arxus init: 1d20 + 3 ⇒ (2) + 3 = 5 7
Gridger init: 1d20 + 3 ⇒ (13) + 3 = 16 5
Lucky init: 1d20 + 2 ⇒ (16) + 2 = 18 2
Prizm init: 1d20 + 6 ⇒ (19) + 6 = 25 1
Bert init: 1d20 + 0 ⇒ (15) + 0 = 15 6
Roudantaimi init: 1d20 + 4 ⇒ (13) + 4 = 17 4
rock creature init: 1d20 - 1 ⇒ (6) - 1 = 5 8
flying earth creture init: 1d20 + 6 ⇒ (11) + 6 = 17 3
green rock creature vs AC18: 1d20 + 9 + 1 - 2 ⇒ (15) + 9 + 1 - 2 = 23 slam: 1d8 + 7 + 1 + 6 ⇒ (3) + 7 + 1 + 6 = 17
brown rock creature vs AC18: 1d20 + 9 + 1 - 2 ⇒ (5) + 9 + 1 - 2 = 13 slam: 1d8 + 7 + 1 + 6 ⇒ (8) + 7 + 1 + 6 = 22
reflex Arxus: 1d20 + 5 ⇒ (5) + 5 = 10 stuck?: 1d2 ⇒ 1
reflex Gridger: 1d20 + 5 ⇒ (12) + 5 = 17 stuck?: 1d2 ⇒ 1
reflex Lucky (adaptable luck, etc): 1d20 + 3 + 3 + 1 ⇒ (7) + 3 + 3 + 1 = 14 stuck?: 1d2 ⇒ 2
reflex Prizm: 1d20 + 4 ⇒ (4) + 4 = 8 stuck?: 1d2 ⇒ 2
reflex Bert: 1d20 + 2 ⇒ (4) + 2 = 6 stuck?: 1d2 ⇒ 2
reflex Roudamtaimi: 1d20 + 9 ⇒ (9) + 9 = 18 stuck?: 1d2 ⇒ 1
reflex Lucky Halfling for Prizm : 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Prizm and Lucky are up!
Universal Adjustments:
Universal Conditions:
Knowledge: Planes (x2)
- => Prizm
- => Lucky
- Flying earth creature
- Roudantaimi
- Gridger
- Allies
- Bert [stuck!]
- Arxus [stuck!]
- Rock creatures
Arxus: [STUCK]
Gridger:
Lucky:
Prizm:
Bert: [STUCK]
Roudantaimi:
Agrawgh: -17

![]() |

Spellcraft: 1d20 + 5 ⇒ (13) + 5 = 18
Lucky trudges out of the softened earth... to cast sound burst at the flying creature
sonic damage: 1d8 ⇒ 6
dc 15 fort save

![]() |

FYI - the orange squares are mud -- take 2X movement.
Lucky screams at the flying creature, who is stunned by the action.
flying creature save: 1d20 + 2 ⇒ (10) + 2 = 12
Prizm is up!