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Gann finally cracks a smile at - of all things - Kamlann's quiet-but-obvious fury as he lays his coins down.
"There's a shrine to old Gozreh here in the Docks district. Sailors pray before they set out to sea, or when they return. All sorts of folks visit there, day and night. It should be a simple matter to have your curse removed. Or, if you prefer, there is also a mid-sized shrine to Desna here, as well. One of the priestesses is a friend. A pesh-addled soothsayer who - I'm very sure - can help you."
"Wherever you go; don't skip the tithe. The gods are angry enough with you as it is."
Gann sorts out your coins, and locks them up in a drawer.
"There's the door." He says, without looking up. His silent companion looming near the door doesn't move.
Farid, there's a fair-skinned, tattooed, bald-headed man lurking through the same alleys you're travelling to return to the Dockside Inn. He's armed with a fine suit of armor, a beautiful darkwood heavy crossbow, and an expensive chain-shirt tunic, perhaps silver or mithral. He doesn't creep, but simply stalks quietly through the alleys, walking slowly as he approaches the Inn.

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Gann simply taps the leaf of paper on his desk. Despite having previously offered no explanation as to what he was scrawling, or why, he seems almost irritated at having to draw your attention to it. His attention has since turned to other paperwork.
At a glance, the leaf of paper seems to contain an address, and some scribbled instructions.

Farid Heydar |


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Farid's Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
A good check. It speaks to the abilities of this man, then, that he spotted you.
Freezing in place, the bald man glances back over his shoulder, and raises his heavy crossbow.
"The hell are you? You have about three seconds to explain why you're following me."
"One..."

Farid Heydar |


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Gann's silent companion opens the wide-open door just a little wider, and subtly clears his throat.
"Now," he adds, with a growl.

Syndir Apep |

Catching the not so subtle hints; Syndir will usher the others out into the main room. Once there they can go over where the address points them and other issues.
Jelani, if I remember correctly the sandman held the stone right? Perhaps that is the secret to countering the slow effect? What say you?

Jelani Guldis |

Knowledge (Local): 1d20 + 7 ⇒ (11) + 7 = 18
Also, how injured is everyone? Jelani has a pair of channels he could use if we need them.
"Here, allow me to inspect the stone again. Perhaps it has additional properties I hadn't guessed at."
Jelani will then cast Identify.
Spellcraft: 1d20 + 21 ⇒ (8) + 21 = 29

Farid Heydar |


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Jelani determines that he could find the street address easily enough. It'll be a backstreet somewhere within the adjoining warhouse district, maybe twenty to thirty minutes away, by foot.
Concentrating on his identify spell, Jelani is indeed able to determine more about the stone.
This is, of course, how the sandman was able to burden Syndir with the curse without first seeming to suffer from it, itself.
An aside: normally, identifying a cursed item has a DC 10 higher than the usual DC made to identify a non-cursed item. Failure by 10 or less reveals only the item's "apparent" properties. Jelani didn't quite hit that +10 DC mark. However, one line in the rules for cursed items does state that: "if the item is known to be cursed, the nature of the curse can be determined using the standard DC to identify the item." This item is known to be cursed, so Jelani's identify succeeds.
Note that the above Stealth check is effectively improved by about +3 for the distance between you (Perception DCs are +1 per 10 feet of distance, and hanging back within line of sight puts you at about thirty feet). If it comes to it, you do not have a clear shot at a charge. The alleys are cramped and littered with cover, debris, and trash.
This time, Farid seems to evade the stranger's notice. Seemingly content that Farid isn't coming back, the bald and fair-skinned stranger finds a suitable place among the shadows some forty-five feet away from the tavern front. He watches the establishment intently. Farid wonders if he has a man or two around back. The men Farid chased down must have tipped off this crossbowman. The activity surrounding the inn would just be too coincidental, otherwise.

Farid Heydar |


Jelani Guldis |

"Information is more important than haste in this matter, Kamlann. Especially since the man that is hunting Haggarthy is a renowned bounty hunter with a high success rate." Jelani finishes up his inspection of the stone. "As expected, the stone is cursed. However, once the curse is removed, it is possible for you, Syndir, to use it in a similar way to slow your enemies. Now let's be off."

Syndir Apep |

Very interesting, this stone could end up being a valiable tool in our arsenal then but I would be free of its curse as soon as possible. Out the backdoor it is then and mind we might have a bounty hunter. I trust Farid is close by...
He left unsaid the problems that could occur if they got seperated or had to spend time finding his friend while walking the streets.

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"If we die before we can do anything with the information," Kamlann snaps back, "it isn't going to do us a lot of good, is it?" He visibly bites back the rest of the impending tirade, continuing after a moment - in a microscopically calmer tone - "We move or we die. It's that simple. I want answers as much as you, but they need to wait until we get somewhere we can safely take the time to seek them." He looks around, almost as though noticing Farid's absence for the first time, and shakes his head. "We might already have someone heading our way, lead by the boy or the men he followed. We need to go."

Syndir Apep |

Syndir wasnt sure who Kamlann's ire was directed at but he understood the man's frustration at the dire predicament. He couldn't get rid of this damn stone's curse fast enough and eagerly followed Haggrathy out the back door. He stuck close to people that were bigger than him like Farid showed him to do in crowds and hoped the man was bale to catch up to him.
Stealth - 1d20 + 5 ⇒ (16) + 5 = 21

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"Been a pleasure," dryly remarks the attendant on the ground floor, as the party makes their exit.
Despite the distance between the inn and his place of hiding, Farid can hear at least one of his clumsier companions knock the back door of the inn open, too wide. He knows that the man in front of him must've heard it, too.
Around back, Jelani, Kamlann, Seamus, and Syndir pour into the alley. Loitering (or waiting?) there is a street rat no older than sixteen. He is unarmed, but as you leave the alley, the boy's hands rise to his lips, cupped as though to amplify a shout, and in one of his cupped hands he holds a shining platinum coin...
If you'd like to stop him - or convince him of another course of action - we'll have to roll initiative.
The boy's initiative: 1d20 + 1 ⇒ (12) + 1 = 13
I'd like a summary of actions from everyone who manages to roll higher than the kid. Farid, don't worry about acting in initiative. If you move, you can roll Stealth to dry to do so without giving yourself away. If you're haeading around back of the inn in front of you, you'll want to fall back and take a roundabout way. If you don't care about Stealth, moving straight past the bald man and into the open is technically the fastest route, however.

Syndir Apep |

Initiative - 1d20 + 5 ⇒ (18) + 5 = 23
Seeing the kid with the shiny coin and hands raised as if to shout; Syndir figured they were about to be ratted out. He hissed out a spell and snapped his fingers causing a burst of bright light to flare in front of the lad's face.
Fortitude DC 12 to negate

Seamus Haggrathy |

Init: 1d20 + 2 ⇒ (13) + 2 = 15
Squinting his eyes shut at the burst of light, Seamus will then draw his pistol and point it at the boy's face. You make one sound and I'll make sure it's the last thing you ever do.
Quick Draw pistol as a free action and then Intimidate check to try to keep him quiet.
Intimidate: 1d20 + 9 ⇒ (17) + 9 = 26

Farid Heydar |

Farid will hold his position he wants to be behind not in front of this man. Also I want to see what he does before I do anything, I have made an assumption I don't want to simply act on that assumption until he does something to confirm it.

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The boy's Fortitude save: 1d20 ⇒ 20
The street urchin throws his arms up against the flare, turning his head to find himself staring down the barrel of Seamus' pistol.
The young man's mouth works as if to speak, but there is no sound, at first. Instead, he gives Seamus a barely-perceptable nod, then extends the platinum coin in his hand toward the group, as though offering it.
Shortly, he manages a few hushed and trembling syllables. "I... sorry... take it. This was... I- I don't..."

Syndir Apep |

Syndir smiled inwardly. Just a few hours together and already this group of strangers were starting to work well together and back each other up...this is going to be very interesting indeed... He scanned the area for anyone taking more than a passing interest in them after the minor altercation...somebody paid the boy to be looking for us...
Perception - 1d20 + 8 ⇒ (12) + 8 = 20

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Your're just outside the door, so your weapons are still peace-bonded. Unbinding a weapon is simply a full-round action (per weapon, mind you). You can spend a few rounds (as many as you have weapons) unbinding them, or you can get yourselves on the move right now.
Will we keep moving, or interrogate the boy and unbind your armaments?
If anyone is wondering, Farid has been gone long enough that you feel he must either be dead, captured, or watching for your passage by now.

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An Intimidate check is an Intimidate check, regardless of how it's flavored, however: Seamus has Quick Draw, which means he could unbind his weapon as a full-round action, then drawn it as a free action. If you're referring to the action of the Intimidate check, the check wasn't made to "demoralize," so it doesn't necessarily take an action (the attitudes of shaken characters are not improved). Influencing an attitude "usually" takes "about a minute," according to my book, but "may take more or less time" subject to GM discretion and/or the situation. I'd say putting a gun in someone's face is one of those "might take less time" sorts of situations. If you can't use Intimidate to pull a gun on someone and keep them quiet, what can you use it for?
"Boy? If you can still hear me, I've got some coin for you. You can't have got far. Come on, boy, quickly."

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The bald man scans the alley, and holds up a shining platinum coin.
"One of these, plus another when you return. Easiest coin you've ever made, and the easist you're ever likely to. Eh?"

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"Good lad," he says.
As you're leaving the inn through the back alleys (deja vu), I'd like everyone to give me an idea of your "marching order" and an attempt at a DC 12 Perception check. Those of you who succeed on the check spot Farid slip into the back alleys to rejoin you, and may react accordingly.

Syndir Apep |

Perception - 1d20 + 8 ⇒ (17) + 8 = 25
Syndir was starting to get worried about Farid until he saw the rogue come slinking into the alley. He waved him over and then started walking. He was curious as to how his friend would answer Seamus but concentrated on making as much headway under the stone's weight as he could.
Syndir will walk in line wherever his curse allows him to without sticking out too bad.

Jelani Guldis |

Jelani will prefer being in the center of the group, as near to the only person he actually kind-of trusts: Kamlann. If he is guiding the group, however (as he knows where the shrine is), then he will probably be in the lead.
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Jelani notes the return of Farid, but beyond a nod, says nothing, focusing on the task at hand.

Farid Heydar |

Farid approaches Seamus quickly and whispers, "Looks like your problem found you. He wants me to yell out if I see you, what do you want me to do? Decide fast he expects something of me."