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"Yes, although I hope I can trust the... less vocally inclined in our party to deal with 'Maroc' appropriately."
With that, Oriandor aids Kargen in escaping quietly and trying to lay low for the short term before more Pure Legion descend upon the bathhouse.

GMTrex |

When replying, please specify who else is nearby (so say 'Downstairs' or 'Everybody Else' or 'Kargen/Oriandor') so that folks beside me know what to read.

GMTrex |


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Do we actually know the answer to this?

GMTrex |

Probably not, so just relay what the VC told you. Or make something up.
EDIT: this is an RP opportunity, not a puzzle. Not entirely certain why it's written in as a roadblock, to be honest.

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"I don't know that there's much we can do for them. I hope Maroc had another way out of that place. Let's find a place to hunker down and keep a low profile in hopes they can find us."

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GMTrex |


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"Ah, yes, I'd like a light bread and cheese plate, with a glass of your house wine.", Oriandor replies before turning to Kargen. "And for you, good friend? My treat."

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"What can we expect from them and how can we recognize their base? Also do you know if they have a link with the legion."
-Posted with Wayfinder

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GMTrex |

Kline shrugs at Baal. "Maybe, maybe not. No time to find out now. At least you took 'em down quick."
Other questions?

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"Wine will be good, thank you. And perhaps some of those fried pieces?" He nods to another table enjoying delicious appetizers. "They smell wonderful."

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Oriandor waits until the waiter leaves before talking quietly about the mission.
"So, let's make some assumptions. First, the others escaped with Maroc or will clear a very bloody path trying to do so. In either case... they're most likely safe. Second, Maroc gave them the information we're looking for. Third, we need to assume that the Rift wardens are alive somewhere, as our mission is a failure otherwise. So... that being said, do you think the wardens are hiding somewhere in the city or somewhere nearby?"
-Posted with Wayfinder

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Kargen nods. "Good assumptions. Also, I don't think Riftwardens made enemies of the Pure Legion. They had been here a long while and even if things changed, the Legion doesn't seem the type to hide its arrests. So we should be relatively safe asking if any knows what happened. Once we're out of here lets try to pick up any rumors about their whereabouts."
-Posted with Wayfinder

GMTrex |

Okay, so spoilers are going to get super obnoxious if we continue with them much longer. With that in mind, I've created a 'Recruitment' thread for this campaign that is actually "Kargen and Oriandor's Rahadoumi Adventure." Kargen and Oriandor, head over there and try to refrain from reading the Gameplay thread for the time being.
Tarri/Tarquin/Baal/Fenrik/Nokazi: stick around here in the Gameplay thread and try to refrain from reading the 'Recruitment' thread. Now you don't have to use spoilers! Yay!
It's around this time that the main party starts to hear a great deal of shouting from beyond the secret door, though it doesn't sound like fighting. The party's two erstwhile companions have not returned. Nevertheless, the Pathfinders now know where to find the Riftwardens. Any other questions for Kline? You can do a variety of things at this point. Scout out the compound, look for Kargen and Oriandor, prepare/buy equipment for an assault, etc. What do you do?

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"I say we take the time to scout around the compound. Those other boys are big kids and can handle themselves. We still have a job to do regardless if they meet back up with us, get caught or get killed. Scout the compound and see the best ways to get in."

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"Navi can fly around in a moment and find Kargen and Oriandor for us. She knows which direction I am so she drag them back to us. Let's start with scouting the compound." Tarquin agrees.

GMTrex |

"Alright, if that's it, it's time for me to leave. Best of luck." Kline says, walking into the darkness of the tunnels. Turning back, he adds, "One last piece of advice. Remember that explosions and swordplay are fine in a dungeon, but you’re looking at an urban raid in a city with a good police force at an estate that pays its taxes. Once you start cutting down Blackfire Adepts, you won’t have long before the local guards surround the place. Act decisively." And with that, he takes his leave.
How would you like to scout the compound? And Tarquin, let me know when you send out Navi and with what instructions. Azir's a big city.

Navi Titania |

Navi darts around and exits the tunnels as Tarquin and the others look for an exit themselves. She heads back towards the bathhouse and asks around the if anyone has seen her friends. She describes them as best as she can and hopes for the best.
diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16
Take 10 on stealth unless talking to people to avoid getting too much attention

GMTrex |

Navi finds immediately that (at least in this part of the city near the Bathhouse) describing her friends in detail prompts people to gasp, stop talking to her, and go find the Legion. She returns to report that you are all wanted criminals, sought in connection with the 'Jistka Bathhouse Incident.' She's probably better off looking for them herself.
As far as scouting the compound, you can make Knowledge (Local) or Diplomacy (Gather Info) rolls to learn more about the compound from the locals. This will be complicated by your outlaw status, so I'll need an additional check from whoever does the talking -- Kn Local or Stealth or Disguise or some other relevant skill (convince me) to represent laying low.
Alternatively, you all can sneak your way over to the compound and literally scout it out with your eyes. Or something creative. Surprise me!

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Fenrik changes clothes and goes out to scout the compound and talk to the local vendors in the area...Kn Local: 1d20 + 6 ⇒ (12) + 6 = 18 looking around the neighborhood...Perception: 1d20 + 9 ⇒ (9) + 9 = 18 pretending to buy a house in the area and thus asking questions about crime, city watch, neighbors, the compound, prices, temples, fires...Bluff: 1d20 + 10 ⇒ (18) + 10 = 28 and even going towards some back alleys to get a better views of the compound...Stealth: 1d20 + 10 ⇒ (8) + 10 = 18

GMTrex |

Fenrik learns a great deal during the 2d4 ⇒ (2, 3) = 5 hours he spends scouting. Other folks can join in or do other things during this time.
The Blackfire Adepts’ compound is located in the northwestern edge of the city, which tends to see slightly less foot traffic. The compound purchases a large quantity of fish soup and bread each day to feed the slaves, and the owners allow the delivery people to enter the compound.
Depending on the circumstances, a serious incident could see the city watch show up in anywhere between 5 and 20 minutes. The compound has its own guards, but they can’t compare to the full force of Azir’s city watch. As is the case in most parts of the Inner Sea region, the Blackfire Adepts are not tolerated in Azir. Although tipping off the authorities would ensure that a small army descends on the Blackfire Adepts, the Pure Legionnaires would almost certainly round up any they find on the property for questioning--including the Pathfinders and Riftwardens--and that could take months to sort out. Few would dare deny the Pure Legion entry, and even the Blackfire Adepts would likely admit these soldiers to avoid causing a larger incident. Several nearby robberies over the past month have inspired the city watch in this district to patrol more frequently; they would likely show up in 5 to 12 minutes of anyone sounding an alarm. However, a recent push to recruit more guards suggests that the city watch may be short-staffed, so they are unlikely to arrive in under 10 minutes.
Fenrik also learns that sewers of Azir extend to the Black Adepts’ compound, but as the surrounding area has become drier and drier over the centuries, little water flows there. A set of doors near the compound’s foundation in the sewers may grant access to the facility.

Navi Titania |

When Navi returns from her fruitless search she scouts the inside of the building up ahead, going from nook to nook, small box to under the table. Getting a count on the number of enemies, their positions, possible safe entry points and hopefully an idea of where the Riftwardens are in the building.
stealth: 1d20 + 23 ⇒ (14) + 23 = 37
She can detect evil and detect good in order to be a good radar.

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As owlbears are rather conspicuous, Tarri opts to cross the city using the sewers when the time comes. Until it's time to set out, she stays in the tunnels with Hugo, other than a small foray to find a suitably hidden entrance to the sewers.
Perception: 1d20 + 12 ⇒ (7) + 12 = 19
Stealth: 1d20 + 13 ⇒ (16) + 13 = 29

GMTrex |

Fortunately, a nat 1 is not automatic failure for skill checks.
Tarri finds a suitable entrance to the sewers after a bit of poking around. Nokazi buys himself a bright orange jumpsuit.
Navi heads to the compound to do some scouting. She finds a walled compound with four adjoining buildings, patrolled by a half-dozen guards and several other individuals. She detects some evil in one of the buildings and goes for a better look; unfortunately, a blast of fire hits her in the face as she comes through the window. Reflex: 1d20 + 7 ⇒ (3) + 7 = 10 Fire: 6d6 ⇒ (2, 1, 5, 4, 2, 2) = 16 She barely escapes with her life and returns to Tarquin to report this.

Navi Titania |

doh forgot to roll perception >_<
Navi returns quickly to Tarquin to give report of what she finds then creeps back under his sleeve and melds with Tarquin's body.
She gains fasthealing this way so after two minutes she is back to full health.

GMTrex |

Tarri has voted for the sewers, so in absence of other suggestions, I believe that is the plan. You are still missing two party members; however, that need not be a hindrance necessarily. Up to you.

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"OK we go in through the sewers, say we come across guards, do we kill them, knock them out, ignore them? Say a an alarm goes off, what do we do then? Say the Do goody Legionnaires show up, do we fight them? Too much at stake to just say we waltz in and find the riftwardens."

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"I would like to go back to the bathhouse and gather our equipment and missing companions assuming they are still there. A disguise would be prudent."
He says wearing an orange jumpsuit.

GMTrex |

What's the plan here, folks? Tarri wants to go through the sewers, Fenrik wants to work out more details on the plan, Nokazi wants to back to get his stuff from the bathhouse.
You know the rough layout of the compound (a walled courtyard with buildings in the corners), you know that there's something there that can dish out fire, and you know that most of you are wanted criminals.
Tarquin, do you want to send Navi out again? Either to find your missing companions, or to scout again? Nokazi, do you go to the bathhouse? Does anybody else want to chime in?

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Fenrik just wants to ensure everyone knows what to do in the event of circumstances beyond the party's control arise, to avoid the party mis-communications that occurred at the bathhouse.

Navi Titania |

Tarquin sends Navi out again to hunt for her friends, hopefully she will have better luck this time.
knowledge local: 1d20 + 7 ⇒ (17) + 7 = 24
perception: 1d20 + 12 ⇒ (14) + 12 = 26
diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25
Taking 10 on stealth for 33

GMTrex |

Where in the city are you sending Navi? Near the Bathhouse? Near the Blackfire compound? All the taverns? Somewhere else?

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"I think it is appropriate using lethal force against the Blackfire Adepts and their guards, but nonlethal force in the other circumstances. I also think we should use the sewers to gain entrance into the compound. However, we should first go back the bathhouse as it has been 6 hours since our encounter with the Pure Legion. Perhaps our missing companions have left a note or are waiting for us. Someone must know where they are."
My vote is visit bathhouse then sewers.

Navi Titania |

Im guessing the taverns, afterwards the bathhouse. She already checked the bath house but got scared people. They don't know about this place yet I think...
-Posted with Wayfinder

GMTrex |

Edit: Nokazi, if you want to visit the Bathhouse while Navi is out looking, you certainly can. Just make a Stealth/Kn Local/other check to represent discretion in moving across town.

GMTrex |

Just under an hour later, Navi returns with the two missing Pathfinders--and everyone's gear!

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Baal looks up from his spellbook and lets out a snort. "About time you showed up. We're deciding how to go about this, so far we have three votes for the tunnels."
Baal then spends the next few minutes getting the two lost pathfinders caught up on everything.