Khamûl Unqualë
|
Khamul is interested in the tablet/scroll of deathwatch.
Wish I had a Pathfinder's Pouch (or whatever it's called) right now.
I don't have any ideas right now. If you guys can think of a spell or something that might work we could either buy a scroll of it or (even better) if it's a first level spell I can copy it into my spellbook and then use my bonded scythe to cast it and conceal everything. I'll think about it and look into it after lunch.
Corbalias Celecia
|
At best, I only though to pretend to be die (via Archetype power that makes me go comotose) then have then use either Intimidate or diplo to get through faster, since I "had a stroke" or something.
Corbalias Celecia
|
Heck, we're so close to the city, couldn't we just get a casting of Invis close to the gate and have someone put the stuff in a bag they were carrying at the time of casting? Likely me, since I've got the super carry capacity and can just go unarmored for speed.
Reminder for later: Ask to peruse Wizard's book for spells for my book.
Shana Meru
|
"Very well done, I hadn't even drawn my bow." Shana compliments the other Aasimar before the topic of smuggling comes up.
"We could always try to have Torch send one of his cronies out to us. I am sure he wants to move the item anyways." She suggests, not wanting to break any laws for their crooked informant.
Khamûl Unqualë
|
"It is worth a shot. You lot wait out here. I will ask Torch. If that does not work I will rejoin you and we will try Corb's idea."
Khamul heads through into the city alone, making sure he is carrying nothing suspicious. Khamul asks Torch if he would be willing to help them through smuggle the items into the city. "Perhaps one of your guards could persuade the authorities to look the other way. Or you can pull some strings if possible."
Khamûl Unqualë
|
"Hello good friend! Nice to see you again. Say, my friends are outside. One of them is hurt, I think he may be suffering from a stroke. None of the healers will come out to see him and I need to get them through customs quickly without any hassle. Will you let them pass?"
Bluff: 1d20 + 2 ⇒ (17) + 2 = 19
Corbalias Celecia
|
Corb puts himself into suspended animation (with Breath Mastery) for one hour (because I'm not actually sure how long they'll need and wouldn't actually ask.
Khamûl Unqualë
|
Khamul continues to make small talk with Mahu as they carry Corb in, trying to keep the man distracted enough. He thanks him for his help before finding a quiet place where Corb can rest before coming out of his trance.
The necromancer then leads the party back to Torch. "Ok, is that it? We've done everything you've asked. What do you know about the Jeweled Sages?"
| GM Tektite |
The party shuttles the comatose Corb into the city, Mahu looking on and giving you a perfunctory nods as you enter.
Getting back into the city, you make your way directly to the House of the White Uraeus, entering to find Torch in essentially the same place. He looks up as you enter. "Greetings Pathfinders! Were you successful in your...errands?"
| GM Tektite |
Torch smiles. "Of course! Here, let me show you what you want know." He motions to a table covered with several old maps.
One is a map of Osirion, clearly marking Eto and an unnamed site to the north. The second map has a much smaller scale and marks the route between Eto and the mystery location. The last sheet has a charcoal drawing that depicts two large rock outcroppings connected by a smooth wall with a single gate. It is entitled “Seeker’s Folly” and signed “V.L.”
Once everyone has had an opportunity to review the papers, Torch explains, “Those will take you where you want to go. Deviate from the path only if you know what you’re doing. Otherwise, stick to the landmarks.” He pauses to consider another thought. “Normally this is where I would say ‘pleasure doing business with you.’ However,” he adds with a grisly grin, “I’m going to throw you something extra for free—just because I’m such a caring individual. You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”
| GM Tektite |
Torch then pulls Corb aside.
Corbalias Celecia
|
Corb is audible through an impeding wall after everyone else exits (since Torch doesn't do that walking around thing), "I HEAR THEY HAVE UNDEAD PROSTITUTES THERE! THANKS FOR SHADOW BUSINESS STUFF!"
Khamûl Unqualë
|
Linguistics: 1d20 + 7 ⇒ (10) + 7 = 17
"So this is your personal map then, eh? V. L.? I had a feeling Grandmaster Torch wasn't your given name. I think we'll stick to the path. And as soon as possible."
| GM Tektite |
Torch;s head jerk up at Khamul's comment. "There are some parts of my past that I'd rather not revisit. Thank you for picking at old wounds, Pathfinders."
Fade out
A new day dawns in the Osirian trade city of Eto only hours following the meeting with Grandmaster Torch. In exchange for a handful of services, he delivered several maps and sketches of landmarks that collectively point the way to the last known resting place of one or more sage jewels—gems capable of storing memories of Osirion’s past and reviving the Sapphire Sage Amenopheus’s order. “Those will take you where you want to go,” Torch declared while handing over the maps. “Deviate from the path if you know what you’re doing.” As an afterthought, he added, “You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”
The party still has the half of a weathered geode with which to contact Amenopheus if needed, as well as the maps from Torch. In addition, the Sapphire Sage lent your group a field notebook containing helpful tricks for translating Ancient Osiriani and understanding the Jeweled Sages’ written codes.
Titus Slade
|
Diplomacy: 1d20 + 2 ⇒ (5) + 2 = 7
Titus tries to get some information from the caravan masters, but the mortals are clearly too intimidated by the aasimar's features to tell him anything useful.
Khamûl Unqualë
|
Knowledge (local): 1d20 + 7 ⇒ (14) + 7 = 21
Khamul comes back from his trip to the caravanserai. "The route described in Grandmaster Torch’s map is rarely used, though the caravan masters are familiar with the oasis and the terrain surrounding it. They've given me some tips." He tips a few minor supplies onto the table. "They also told me the gnoll clans have grown increasingly bold, and abductions along the common trade routes are becoming increasingly common. We should keep an eye out for gnolls then."
The necromancer gathers his belongings. "Well, as soon as everyone is ready I think we should get going. We need to hurry if there really is another group heading that way. I advocate sticking to Torch's directions though."
Khamûl Unqualë
|
Khamul suggests, "Let's buy or rent some camels and get on the way. I recommend following the map. The last thing we need is to get lost in the desert."
Camels are 150 gp. Ponies are 30 gp. Light horses are 75 gp.
Khamul still has gold left over. He will buy a camel.
Corbalias Celecia
|
"I NEED STUFF FOR MY ALCHEMY CART, BUT THEN WE CAN FOLLOW THE MAP OR WHATEVER!"
Corb's got 611 gp, so 200 for that. Have to check that Animal Archive, see if there's any cooler legal mounts, though the desire to have Jeffy the Camel return is growing.
| GM Tektite |
After obtaining mounts of varied species, the party makes good time to toward Seeker's Folly, following the course laid out on Torch's map. Eventually the party comes upon an oasis, just as thirst and rest began creeping into the minds of the party.
The oasis shimmers like a sapphire in the midday heat. Life clings around its edges tenaciously, with only a few hardy plants nestled amid the rocks managing to survive in patches around the area. Finches bathe in the water, resting on an abandoned harness. Trash and castoffs from travelers litter the area, and a small brick hearth is the only permanent fixture.
[spoiler=Corb and Shana]Your sharp eyes pick out some creatures hiding at the north end of the oasis. The three creatures appear to be hyena-headed humanoids...gnolls!
Corbalias Celecia
|
Got lazy and decided Jeffy the Raging Camel is fun enough for now. Too bad they can't come Combat Trained.
| GM Tektite |
Doh! I just realized my entire post got put under a spoiler. No wonder nobody was posting yesterday. My bad.
After obtaining mounts of varied species, the party makes good time to toward Seeker's Folly, following the course laid out on Torch's map. Eventually the party comes upon an oasis, just as thirst and rest began creeping into the minds of the party.
The oasis shimmers like a sapphire in the midday heat. Life clings around its edges tenaciously, with only a few hardy plants nestled amid the rocks managing to survive in patches around the area. Finches bathe in the water, resting on an abandoned harness. Trash and castoffs from travelers litter the area, and a small brick hearth is the only permanent fixture.
Corbalias Celecia
|
Corb does what any good Barbarian does and approaches while drawing his weapon. "I SURE HOPE THERE'S NO DOG MEN I'LL HAVE TO DEFEND MYSELF FROM!
"VERY SHADOW-LIKE; GREAT JOB, ME!
Khamûl Unqualë
|
"I believe there is a stone and shadow that will point our way, correct?" Khamul says while taking a rest near the water and looking about for said stone.
| GM Tektite |
As the party approaches the water, the shapes Shana and Corb saw resolve into gnolls that everyone notices, as they move to attack!
K: 1d20 + 1 ⇒ (14) + 1 = 15
T: 1d20 + 3 ⇒ (13) + 3 = 16
S: 1d20 + 4 ⇒ (2) + 4 = 6
G: 1d20 ⇒ 15
Initiative:
Titus
Corb
Khamul
Gnolls
Shana
Titus, Corb, and Khamul are up!
Corbalias Celecia
|
Corb gets angry and charges, implementing phase two of Operation: They're Coming Right for Us.
Greatsword (rage, pa, charge): 1d20 + 7 + 2 - 1 + 2 ⇒ (18) + 7 + 2 - 1 + 2 = 282d6 + 7 + 3 + 3 ⇒ (5, 5) + 7 + 3 + 3 = 23
1 rage round used. -2 AC, 25/21 hp
Corbalias Celecia
|
Attack should have actually doubly hit; Rage put me at 12 and Charge (which I forgot) sets Corb at 10 25 - 11 = 14
Corb attempts to retaliate at the gnoll! GSword, pa, rage: 1d20 + 9 ⇒ (15) + 9 = 242d6 + 13 ⇒ (1, 2) + 13 = 16