Nightfiend's (PFS-Standard) #7-18 Faithless and Forgotten, Part 3: The Infernal Inheritance (Inactive)

Game Master Nightfiend


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Creature (Red) goes into a writhing rage when its counterpart goes down. With new targets that are no longer protected by the iron bars, the creature (Red) steps up and unleashes a frenzied attack of claw and fang on Fundir. The creature's sharp claws almost make contact, but the quick hunter manages to avoid the attack. Claw x2 = Miss / Bite =miss)

(Attack) Claw: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2 (Damage) Claw: 1d6 ⇒ 5
(Attack) Claw: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18 (Damage) Claw: 1d6 ⇒ 3
(Attack) Bite: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2 (Damage) Bite: 1d6 ⇒ 4

Round (2)
Note: Bold may post an action.

Felli (Puts away bow and tumbles into the room.)
Fundir (20) (Attacking Green with ranged attack.)
Creature Red (19) (-5 hp), Full Attack on Fundir)
Mia (16) (Summons complete )
Summons
Ederen (12) Shield -1/10
Serge (12)
Gale (11)
Troll

@Fundir: It apears that the troll is trying to get close enough to creature (Red) to bite it.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Mia's summon completed, an eagle appears, ready to attack her foe.

Claw, smite evil: 1d20 + 3 ⇒ (10) + 3 = 13Dmg, smite: 1d4 + 1 ⇒ (1) + 1 = 2
Claw, smite evil: 1d20 + 3 ⇒ (19) + 3 = 22Dmg, smite: 1d4 + 1 ⇒ (1) + 1 = 2
Bite, smite evil: 1d20 + 3 ⇒ (12) + 3 = 15Dmg, smite: 1d4 + 1 ⇒ (3) + 1 = 4

Mia walks up to Serge, giving a guidance charge.


It looks like I made an error and applied the -2 to creature (Red's) attack for cover, which would have been enough for claw #2 to hit. This will result in Fundir needing to succeed on a (Fortitude Save DC 14) to avoid paralyses.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fort save: 1d20 + 3 ⇒ (12) + 3 = 15
Fundir growls in pain and anger as the ghouls nails score a burning line across his scales! Luckily though, he is hearty and the burning rapidly fades away into the pain of a normal wound.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Greatsword, guidance, gate penalty: 1d20 + 6 + 1 - 2 ⇒ (13) + 6 + 1 - 2 = 182d6 + 4 ⇒ (2, 1) + 4 = 7

"Thank you, Mia," Serge feels his strength surge as Mia improves his aim magically. He unleashes another slice at the ghoul, aiming for the peak of its head and driving the sword towards the ground. "I shall purge this place of your kind!... or I'll die trying."


Round 2 Summary

Felli sets the pace as the rogue stows away his bow and performs an amazing acrobatic style maneuver into the Troll room. (Successful acrobatics.)

Fundir takes note of Felli’s aggression and follows in suit. The hunter quickly moves up to one side of the paladin and drives a well-placed shot directly into the Ghoul’s chest. (Hit! -7 hp) After the amazing shot, the hunter begins speculating on why the Troll is attempting to swing back and forth.

Ghoul (Red) turns its attention to the easiest opportunity, which no longer has the sanctuary of the iron bars. With hunger in its eyes it takes a multi clawed and fang attack on Fundir. Luckily most the creature’s attacks manage to miss the agile hunter, but one of its claws sinks into Fundir’s shoulder. (Claw 1 miss, Claw 2 Hit! -3 hp, bite Miss) (Save vs paralyses DC 14 succeeded!)

Mia finishes her intricate arcane spell, which summons a glistening bird of prey alongside the Ghoul . Soon after the eagle appears, Mia gets a sense that Gales not very content with another bird being the focus of her attention. Seeing the paladin withstand a magnitude of attacks, Mia reaches out and places a guidance spell on Serge. (Serge receives a +1 to either a single attack, save, or skill check)

The Celestial Eagle quickly acknowledges Mia’s foe and begins a multi-attack of claw and beak. The eagle’s first claw glances off the Ghouls thick skin, but its second claw and its powerful beak sink deep into the creature’s flesh. (Claw 1 miss, Claw 2 Hit! -2 hp, Bite Hit! -4 hp / Total -6 hp)

Ederen draws his cold iron scimitar and then moves forward. (Bot)

Serge again brings his large blade down between the thick bars, which hacks a gaping hole into the Ghoul’s shoulder. (Hit! -7 hp)

Gale becomes alarmingly quite as the little bird glares at the celestial eagle.

The Troll Begins swinging back and forth to the point that it attempts to bite the Ghoul. (Hit! -9 hp)

(Attack) Troll Bite: 1d20 + 6 ⇒ (10) + 6 = 16
(Damage) Troll Bite: 1d8 + 3 ⇒ (6) + 3 = 9

The troll manages to successfully latch onto the Ghoul and drive its large sharp teeth deep into the Ghoul’s midsection and then drops the limp creature to the ground. Soon the troll stops swinging and the chaos subsides, leaving only the sounds of the troll's healing process as its midsection begins to reform.

Two undead Ghouls lay at the groups feet in a pool of blood. One of the Ghoul's (Red) wounds slowly begin to heal. ( I'm not really sure how they can justify a regenerating undead. Undead don't heal the same as the living and the paradox is an interesting quandary. If it regenerates how does it stay an undead?)

Out of combat for now
You are free to post what you would like to do at this point.

Current conditions and spells
Felli (20)
Fundir (20) (-3 hp)
Creature Red (19) (-34 hp)
Mia (16)
Summons
Ederen (12) (Shield -2/10)
Serge (12)
Gale (11)

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Glad the immediate threat of the undead is over but doesn't like that one is still showing signs of healing. Felli cautiously moves up to the undead (red), while keeping an eye on the troll and stabs him with his short sword and continues to stab it until it seems to stop healing.

Eyeing the troll, "Troll! Can you speak?"

Short Sword damage: 1d6 + 2 ⇒ (1) + 2 = 3
Short Sword damage: 1d6 + 2 ⇒ (6) + 2 = 8
Short Sword damage: 1d6 + 2 ⇒ (5) + 2 = 7

Just in case one thrust doesn't do it all.


Felli continues to inflict damage onto the Ghoul (Red), which splits the thing open and causes sever damage. Although the damage is beyond anything you would ever expect someone to come back from, the creature still continues to slowly heal.

In addition to the ghoul slowly healing, so does the troll, as its internal organs begin to slowly climb back into the beast's midsection and a small (Deadpool like) arm begins to sprout where its severed arm once was.

As Felli attempts to converse with the troll, it just hangs in place and stairs at the rogue.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge watches on as Felli finishes destroying the undead creature, or at least, as he tries to. "As much as I hate such a gruesome scene... These things needed to be put to rest."

He then moves over to the troll's bindings and with one neat stroke of his arm, he slices the chain tying the troll's arm up, watching the creature crash into the altar below. He stands ready with his sword held out in front of him. Before anyone can scold his actions, he says, "The troll did not attempt to harm us, but the ghouls. This creature deserves to live. Trust me!"

Am I to perish by my foolishness alone?


Now free of its bindings, the troll retreats to the Eismonts without any further incident. Your not sure of the troll's intent once it has regained its freedom, but you are sure it harbors no i'll will towards the group.

With the threat subsided, you have the time needed to collect what items you find to be significant and load them into the crates in the back of your wagon.

With the collection of Emberhold's history, you discover some bits and pieces of House Davian's demise.

Within a small journal you find reference to the time that the great house was blockaded and starved to the point that many of Emberhold's populace either died or feed upon those that fell. With the horrid description of the family's cannibalization, it becomes more apparent how the Ghouls came about. With no reference to the troll, you come to the conclusion that the beast must have pursued the Leshy's and eventually fell pray to the Ghouls and their paralyses capability. With your exploration of Emberhold complete, you head back to Corentyn to stow away your newly found historical relics.

The Pathfinder Society’s mission in Cheliax is far from over. Zefiro Balinger has been working to provide a better picture of what you can expect to find at the next sanctioned site of archaeological interest—across the straight to Garund and the province of Kharijite. The Chelish holiday of Loyalty Day draws nearer, and already officials are declaring that Queen Abrogail II, in her wisdom, directed state sanctioned scholars to unearth the lowly and treasonous Davian legacy. News of Arenzo’s fate serves to fuel the starving imaginations of the nation as its people prepare for the celebration.

(By resolving the encounter with the Leshys peacefully, you have earned the Ally of the Green boon, which is listed on your chronicle sheet. Congratulations on a job well done.)

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Mia slightly doubts Serge's action, as she expected him to put a torch on him, rather than freeing him.

But as he says what he thinks of the troll's actions, she nods.
"That might be true, but i'm still keeping some safe distance until it's gone."

Thank you for running this, GM.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fundir is quite unsure about letting the troll go, and is caught midsentence in his objection as Serge cuts through the chain. As the thing picks itself up off the floor and departs, Fundir keeps a wary eye on it, and his arrow head never leaves the things center mass.

After the thing leaves, he moves through everything, helping to load up the finds and keeping a wary eye out in case that troll returns.

Great job, Gm. Thank you!


Faithless and Forgotten, Part 2: Lost Colony of Taldor

Welcome to the second part of the Faithless and Forgotten three part scenario.

Cheliax

After returning back from Emberhold, the group is met by another Pathfinder agent who has been assigned to assist with the historical discovery of Cheliax’s illusive past. The agent carries a letter from Ianareth Alazario, which explains that a package from the Athenaeum archaeologists has been delivered to the museum of history. It refers to the museum’s curator Zefero Balinger as the point of contact to receive the package.

After a brief introduction to the new agent, the group makes its way back to the museum with only a few unusual looks from the local populace. The commotion that had previously taking place in the city seems to have settled down since the group’s last visit to Corentyn. It appears that the ban on large weapons has been lifted, since the group can spot more than one person walking around with larger type weapons.

After arriving at the museum, the items that the group recovered from Emberhold are quickly removed and stored in the museum’s storage facility. The library’s staff has been preparing for the groups arrival by lying out additional shipping containers with the Grand Lodge designated as the receiver of the package.

After insuring that your newly acquired findings have been properly cared for, the group heads into the library where you find motes of dust floating in the air as the midday sun shines through the skylights of the museum roof. Several scholars and students move about the bookshelves and display cases on the main floor and the balconies above, while some are hunched over tables piled with heavy tomes. Zefiro is in discussion with a colleague when he notices your arrival.

Zefiro Balinger

“Ah, you have returned. Welcome.” He shakes hands with everyone. “Right, we have that package for you.” Zefiro beckons to a student at a nearby table. “Run up and fetch the Athenaeum materials from my office.” He turns back from the student, though he occasionally glances nervously at the people going about their work around him.

“The ruin you’re about to investigate is certainly a major discovery, and it’s sure to earn great prestige for my colleagues at Egorian’s Athenaeum. A lost colony of ancient Taldor right within the Kharijite province would certainly give our beloved empire a strong claim to the region.” Zefiro steps a little closer and lowers his voice. “I would be very interested to discuss your findings when you return, with a bit more privacy. Come see me here in the evening and we can have a talk in my office.”

Zefiro takes a step back as the student returns with the package. He then instructs the student to give the package to the group. “If there’s nothing else, I must get back to my duties.”

(If you have any questions for Zefiro, he is willing to answer what he can.)

The student hands over a small wooden box, which contains an official document that authorizes its bearer to inspect the archaeological site, a map of the Kharijite province that has a route to Ibhir marked on it, and an archaeological report that details the discoveries made at the site.

Handout #1 (Archaeological report).

Zefero moves towards the door and leaves the group with one final statement. "Oh ya, I almost forgot. Ianareth and the society has booked passage for you and your belongings aboard a Chelish naval ship called the Sea Dredge. You will find the Sea Dredge tied off at dock five and its captain has agreed to hold off on departing until your group is ready for travel. The Sea Dredge will drop you off in the city of Khari.”

Let me know when everyone is ready to depart for Khari. This will also allow me to verify that everyone is on board and ready to roll with part (2)

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli greets Zefiro but doesn't start a conversation with him, understanding why he might not fill free to talk with a lot of new people running about. There are probably spies among them, at least he would've put some spies here.

As the student delivers the small wooden box, he shoos him away before opening it. He reads the documents and glances at the maps.

Looking at the others, "My suggestion is to head to the naval ship as soon as possible. The longer we stay, the more likely we might have 'interference'.

Ready to go when everyone else is.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Always interested in politics, Solstice inquires,

"Well... If Taldor is interested in seeing a claim laid, then Cheliax would be equally interested in seeing none, correct? Will we be placed in the middle of political intrigue perhaps?"

Her countenance looks almost... hopeful?

Solstice is a northerner, with a moderate Shoanti accent. She bears the earmarks of an ifrit outsider. Her skin is brass in color and her hair is white, but iridescent, almost gnomishly. Rather than the jewelry typical for most of her kind, she sports elaborate and very colorful tattoos more in line with her Shoanti ancestry, though the two small nubbins that poke from her brow are pierced and hold mall tasteful but glittering dangling jewels.


Solstice Rain wrote:
"Well... If Taldor is interested in seeing a claim laid, then Cheliax would be equally interested in seeing none, correct? Will we be placed in the middle of political intrigue perhaps?"

Zefiro Balinger

Zefiro looks over the newist member of the group for a moment, and then responds to her inquiry. “You ask that question as if you are not already in the middle of a political cesspool. You will find that Cheliax is overflowing with political intrigue. More to the point of your question, you are correct that both sides have an interest in this next discovery. I would expect to see some medaling from both sides.”

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge looks over at the new companion, paying particular attention to her tattoos. He then asks Solstice directly, "I've never seen such markings before. Are they a tribute to your deity?"

Reading over the note, he asks Zefiro the obvious questions. "I trust there will be some kind of danger to watch out for there? Ghouls, perhaps?" He grins. "Do we have any idea who last explored that area? And what of Khari? Will there be any restrictions on what we can bring in this time?"

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

@Serge
"Some of them. This one here, for example. But the majority have more to do with the Tamiir-Quah clan. I owe some gratitude to the queen of the inferno since I am, after all, an Ifrit and born during a volcanic eruption on winter solstice. Thus my name, Solstice Rain. But I'm not very religious - it's more for the art than any deep devotion. I would make a sad cleric indeed and if she ever took notice of me her first inclination would probably be to cull me from her followers. Still, she fascinates me I suppose."


Serge Foxmourn wrote:
Reading over the note, he asks Zefiro the obvious questions. "I trust there will be some kind of danger to watch out for there? Ghouls, perhaps?" He grins. "Do we have any idea who last explored that area? And what of Khari? Will there be any restrictions on what we can bring in this time?"

Zefiro Balinger

Zefero smiles when Serge mentions Ghouls. “Ghouls indeed,” he says as he considers the possibility. “I suppose undead is a possibility when your dealing with a sight as old as this.” Zefero’s eyes drop to Serge’s wooden holy symbol. “I would bet a week’s wage that you are more than prepared to handle such things. As far as who discovered the sight and what to expect when you reach Khari, well I’ll allow my student to share what she knows about the subject. This is after all her field of study”. Following his last statement a young attractive female steps forward allowing Zefiro to put his arm around her shoulder. “This is Tanya. She has spent a lot of time studying that area of the world. Perhaps she can answer your question with more detail than I could.”

Tanya

The young girl smiles as Zefiro voices his recognition of her accomplishments. After the curator finish his praise, the girl begins to recite what she knows. “I have looked over what little documentation there is about the settlement. Based on more recent accounts, it appears that the lost colony lies under a ruined Rahadoumi village called Ibhir, which is located a couple of days’ ride southwest from the city of Khari. A collapse uncovered the site as a fierce battle was fought in Ibhir during the Everwar. Centuries later, a forgotten war diary led the Athenaeum archaeologists to rediscover the colony and mount an expedition to exhume it. According to the Athenaeum archaeologists, Taldan colonists established the settlement as part of the Third Army of Exploration, sometime after Corentyn was founded in 1520 ar. Unfortunately, that little tidbit of information is all that has officially been allowed to be documented about the place.”

The young lady seems a little put out by the fact that her access to history has been highly censored. “About Khari, the people of the city see themselves more as Chelish citizens than as Rahadoumi despite their ancestry. Lord-mayor Marsiol Giovenci, a steadfast ally of the Thrune regime, rules Khari. Giovenci takes a harsh stance against anyone who would engage in smuggling and black-market deals.”

Tanya glances over at Zefiro for a sign that she is doing well, and then continues. “Cheliax forcibly annexed the Kharijite province from Rahadoum during the Everwar, and Rahadoumi diplomats have been demanding that Cheliax return the region to its rightful owner ever since.” After finishing her report she looks over at Zefiro one last time and then turns and leaves the room with a smile.

Zefiro Balinger

“It is quite enjoyable to watch young talent flourish. I have never been to Khari, but I have heard that a permit is required for almost everything. I really don’t have much detail about the process, but I have heard others talk about it. Do you have any other question?”

We are still waiting on Mia and Fundir. I will send them a PM.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

More ghouls....nooooo.

Mia slightly shakes her head at the mention of a forced take over of one's home.

"That's despicable.
Yet again more undead...my powers proved ineffective last time."

I guess i can take my chances, but my combat options will be limited.

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Funding drags in behind the group, and listens intently to the many exchanges. His features never seem to settle on one animal, and are constantly changing. Before the librarian can make good his escape, Fundir chimes in.
"Thessse permitsssss and rulesss make me uneassssy." he says. "If you don't know about thesssse thingssss, who doessss??"

-Posted with Wayfinder


Fundir wrote:
"Thessse permitsssss and rulesss make me uneassssy." he says. "If you don't know about thesssse thingssss, who doessss??"

Zifero Balinger

“Well, I presume the harbor master might know more, if you had the time to ask around, someone who has been to Khari would probably no more, and I presume anyone in customs would know a bit about what to expect from Khari customs. With the captain of the Sea Dredge standing by, I don’t think you have much time for a proper inquire. Of course, I suppose you could pay for your own passage to Khari and then spend some time asking around. I have no doubt that you would find someone with additional information.”

Let me know if you would like to gather information about (Khari Rules 1d4 hours Gather Information check / Diplomacy DC 15) and (or) (Khari Permits 1d4 hours Gather information check / Diplomacy DC 15). This will take long enough for the Sea Dredge to disembark without the group. New passage will then have to be obtained by the group when you are ready to head out. Or the group can forgo the gather information time and head to Khari on the Sea Dredge at the society's expense.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Solstice timidly offers,

"Perhaps the captain would have the needed information? Lets ask him first rather than try to book another passage. Ships tend to leave with the tides and that means a far longer wait than one might expect."

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge nods in agreement with Solstice. "We do not wish to attract too much attention nor miss our transport by asking around Corentyn." He smiles grimly, tightly holding his wooden holy symbol. "We know how the locals here think of the divinely religious."

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

"Agreed. The longer we stay in the city the more trouble we could draw to ourselves. If the Captain doesn't know about the customs we will just have to improvise."

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

"A few friendly smiles 'might' work. If these folk even have the tendencies of talking to strangers outside of the docks."

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fundir shakes his head. "I believe we sssshould catch the ship, and find out what we can aboard. If the Captain goesss there often, he sssshould know."


Before midday the group locates dock five and gains access to the Sea Dredge, which is tied off and almost ready to depart. After talking with some of the crew, the group finds out that the Sea Dredge is a naval ship that commonly patrols the Hespereth Strait. The Captain, Andrew Newman, and his crew both seem a little awkward around the group seeing they don’t normally take on passengers.

When asked about Khari’s permits and their local laws, the captain takes a moment to consider his answer and then decides to share what information he can.

Captain Andrew Newman

“I only dock in Khari long enough to reprovision my supplies and gather current intelligence about what to expect along the straits. I know that the navy does maintain a provisional permit to dock within the city as well as a second permit for the provisions. I have heard that it is customary for anyone doing business in the city to first obtain a permit, but outside that I don’t know much about the process.”

Shortly after the group’s arrival, the Sea Dredge sets sale. Most the voyage passes uneventfully with fairly calm waters. The skies hold clear as the sun slowly begins to dip behind the horizon. The following morning the group is awakened by a member of the crew who informs you that the city of Khari is within sight.

The Port of Khari

The Chelish frigate cuts through the waves by the Arch of Aroden as sunrise paints the harbor of Khari red. Vessels from all around the Inner Sea are moored at the docks, waiting for their cargo to be unloaded or for new goods to be brought aboard. The city spreads around the bay, with sandstone buildings and twisting minarets marking its Rahadoumi origin now emblazoned with red-and-white banners of Cheliax.

Most of the inhabitants dress in a Garundi fashion of colorful robes and billowing blouses, but occasionally a regiment of Chelish soldiers or a Hellknight parts the crowd. Several open-air markets fill the city with clamor as merchants and patrons haggle loudly under many-colored stalls.

At one of the stalls, an exasperated man with an Osirian accent complains loudly, “It would be bad enough if it was just the damned dockworkers who take their time unloading my goods, but now I have to wait for those infernal bureaucrats to grant me a travel permit to even leave the city. I swear I’m about to lose my mind with the incompetence of these people!”

Soon the Sea Dredge makes dock, where poorly clothed men and women hustle about to gather the large ships ropes and tether them to the dock. Before long, a large plank lowers off the side of the ship, providing a wide offloading ramp for the crew.

Your group is the first to disembark from the ship. Now with time less of an obstacle, the group is able to properly ask around and learn more about the area.

Diplomacy / Gather information (DC 15+):

You come across a gruff barkeep who informs you about the tight grip that Cheliax keeps on the city. “Recently they’ve been cracking down on any shady business, so everyone needs a travel permit to leave the city. I hear the inspections of coming and going cargo are pretty thorough as well. Good luck at the magistrate’s office—the lines are bound to be as long as the Arch.”

Diplomacy / Gather information (DC 20+):

While the group moves down the docks, you come across a bored caravan guard who provides some information about the archaeological expedition. “They had plenty of scholars and soldiers as well. The number of tools and supplies they were willing to lug across the desert surprised me. Our caravan shared the road with them for a while, but they kept mostly to themselves.”

Diplomacy / Gather information (DC 25+):

As the local merchants hustle their wears you manage to convince an unscrupulous merchant to reveal information about the Aspis Consortium caravan that went to the expedition site. “The Aspis Consortium transported a caravan full of supplies to the ruins. I’m not sure what they were carrying in those crates, but I hear they looked heavy—not that they were advertising this on the streets or anything, but I have my sources. It didn’t take long for them to receive appropriate permits either. I guess it helps to have friends in the right places.”

Knowledge Local (DC 20+):

This time of the year, fierce sandstorms tend to plague the area around Ibhir, and it’s bound to get even worse in the following weeks before the storms subside. It’s a good idea to make the journey there and back as soon as possible. Learning this grants the PCs a +5 bonus on any Survival check to notice a sandstorm.

Knowledge Local (DC 25+):

The settlement of Ibhir has remained abandoned for centuries since the Everwar. At campfires, the local people whisper ghost stories that revolved around foolish travelers who took shelter in the ruins during a sandstorm and never returned.

Knowledge History (DC 15+):

The Everwar, also known as the Wars of Expansion, was a century-long war of conquest launched by King Haliad III in 4305 ar that—among other territories— expanded Chelish control into northern Garund, allowing them to control both ends of the Arch of Aroden. The Everwar lasted through the reigns of five Chelish monarchs and finally ended in 4410 ar.

Knowledge History (DC 20+):

There are several ruins in northern Garund left behind by long-lost human civilizations, most famously the Jistka Imperium. The Jistkans were famous for building golems and other mighty constructs.

After departing the Sea Dredge it doesn’t take long before you relize that leaving the city will require a permit. More than one local merchant points the group towards an official looking sandstone building that clearly has a sign on the wall reading, “Office of Magistrate Mavius Giovenci.”

Scores of applicants hoping to procure official travel permits fill the bulky sandstone building, and clerks steadily work their way up and down the lines to identify each applicant and inquire about their business.

Knowing that the site you wish to visit will require you to leave the city, I am assuming that you will attempt to acquire the proper permit. That is unless the paladin is ok with attempting to circumvent the local law and sneak out of the city.

After waiting in line for about an hour the group is approached by an older lady holding a stack of official looking documents. “Welcome to Khari. What is your business in our fair city and what type of permit are you seeking?”

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10

In spite of her best attempts it seems like the populace is intent on seeing her as a lowly servant and they merely look upon her disapprovingly whenever she ventures a question. After a while her timid nature and the rejections cause her to fall silent as she shadows the other members of the party.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))
Old lady wrote:
Welcome to Khari. What is your business in our fair city and what type of permit are you seeking?”

Looting, plundering & pillaging. A license to kill please.

------------------
It had been a while since Mia last traveled aboard a ship, back then it involved pirates and river serpents.

"Hmmm....much more relaxing this time.", as she let her hair wave in the wind.

When the ship passed the massive arcways, she was amazed at the sheer size of it, and then of the city's size as well.
"This place looks massive."

Diplomacy, gather info, thrush bonus, guidance: 1d20 + 2 + 3 + 1 ⇒ (4) + 2 + 3 + 1 = 10
Ok, so that'll be an aid other ^^, if possible.

Kn. History: 1d20 + 8 ⇒ (15) + 8 = 23
Mia relates what she knows from history lessons to the others.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli enjoyed the ship voyage and is a little disappointed when the sailor comes to inform them that they have arrived at Khari.

---------------

He watches the crowds and dockhands as they disembark the ship and sees that Khari is a miserable place as well. He sighs and moves along with the rest of the group as they get in line for the permits.

He watches the old lady as she goes from one person to another until she arrives to their group. When asked about their reason for wanting a permit he smiles at her, "Ah yes my fair lady. We work for a merchant that seeks to transfer his goods outside of the city but the roads can be a bit dangerous so he hired us," points to himself and his companions, "to guard him and his goods. He asked us to get the permit while he directs the offloading of his cargo from the ship."

Bluff: 1d20 + 5 ⇒ (13) + 5 = 18


Felli Tokor wrote:


He watches the old lady as she goes from one person to another until she arrives to their group. When asked about their reason for wanting a permit he smiles at her, "Ah yes my fair lady. We work for a merchant that seeks to transfer his goods outside of the city but the roads can be a bit dangerous so he hired us," points to himself and his companions, "to guard him and his goods. He asked us to get the permit while he directs the offloading of his cargo from the ship."

The old lady looks up from one of the documents in her hand and directly at Felli. "What is each of your names, the name of the merchant, and the name of the company he represents?"

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fundir keeps to the back of the group, not trusting the reception he may receive after the.. interesting.. reception he received from people in Corentyn.

He does, however, range through the crowds trying to over hear what he can.
Gather info: 1d20 + 2 ⇒ (16) + 2 = 18
He returns to the group, whispering of his meager findings.. "We mussst usssse caution" he says. "They will alsssso be sssearching cargo in and out of the ssssity."

As the older woman approaches, he studies her trying to understand her mood and temperament.
Sense Motive: 1d20 + 3 ⇒ (3) + 3 = 6
Yup.. its a woman.. I think.. really though, is it even human?

He stays silent, not identifying himself prior to someone coming up with a believable lie.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12

Serge doesn't have much better luck when asking around. As the woman asks for his identity, he's happy to oblige to old lady, but as Felli steps in front and crafts a few fine lies, his lips tighten and he rolls his eyes.

But... She's just an old woman doing her job. How could he just lie to her like that?

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Solstice, too, is discomfited by the easy lies that come to Felli's lips - but not for the same reason.

Should have tried the truth first - there may be no need for a lie. Either way, though, it will probably come down to a bribe.

For about the 10th time she checks her moneybag, knowing that in a city like this there are the inevitable cut purses on the look out for an easy mark.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli smiles, "Of course. I am Felli Tokor," he then points to his companions in turn, " the stuffy guy there is Serge Foxmourn, the two lovely ladies are Mia Rumsfeld and Solstice Rain, and the shy one in the back is Fundir." The best lies are filled with half-truths, Felli thinks to himself.

"As for our employer, he goes by the name Zifero Balinger. He doesn't work for a company, he represents himself."

Bluff: 1d20 + 5 ⇒ (19) + 5 = 24 If needed.


The older lady begins writing down all the names as Felli continues on with his ruse. After jotting down the name of the employer, she turns to the second page of her document.

Magistrate Employee

“I will need to know what your merchandise is, the quantity, where it comes from, the name of the ship currently in port that transported it, and where you intend to take it. Oh one last thing, presumably your employer will be traveling with you so this shouldn’t be too big of a problem, but he will need to sign for the merchant permit before the permit can be released.”

The lady waits patiently, with quil in hand, for Felli to respond with the required information.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Over the top bureaucracy and security.
Grandmother, this is unlike anything at our town"

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

Serge clears his throat and glares at Felli, but remains silent as well as he can. Still, it bothers him that he's able to so obviously lie, and he's starting to think he won't be able to stand idly and watch the charade for much longer.

Stuffy? What does he mean by stuffy?

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli continues to smile, "Of course. The merchandise is actually really simple. Shovels, picks, and other building tools and material. Over all it is about 6 crates full. The ship we are one is called the Sea Dredge, a ship that looks worn out but still sails strongly. Our boss says we are heading to Azir, something about a new construction project going on there."

Looks down the long line before continuing, "We'll go ahead and sign whatever we need since we have waited this long already and then go get our boss to come sign as well."

Bluff: 1d20 + 5 ⇒ (16) + 5 = 21

Grand Lodge

M Nagaji Hunter (Feral)/4 31/31hp] [AC:20 T:12 FF:19] [F+5/R+5/W+4] [CMB +6] [CMD 17 ] [INIT +5] [Perc +12]

Fundir really isn't bothered too much by the lying.. he just lets the charade continue. "I do hope thisss doesssnt make thingssss more difficult in the future..." he hisses to himself.
He keeps a wary eye on Serge, knowing the mans qualms with such affairs.
"Sssserge.. Let ussss go and find our masssster, while Felli finissshes our busssssinessss here." he pipes up. "I am ssssure that we have done all we may here."
With that, Fundir waits for permission from the official and then leads Serge out of the line and around the corner of the building. With permission of course, Serge. I don't want to railroad you or anything.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

He IS rather good at this! Of course she may be rather good at this too. she muses with a half smile on her face.


The old lady files the two completed documents into a satchel at her side and continues. “I assume you already know this, but I'm required by law to clarify the following as a condition of the permit. This permit can only be used by the named merchant and is only good for one month. The merchandise listed in this permit is the only product authorized by the office of the magistrate to be exported or imported within the city of Khari. Any unauthorized materials transported within the city, with the exception of such items listed herein this permit, will be seized under authorization of the magistrate. Violation of this agreement is considered a violation of the law and can include a fine up to 2,000 gold, imprisonment, or even execution in some extreme cases. I will have the merchant permit available to be signed within an hour. Zifero Balinger can stop by any time after that to sign and pay for the permit. Once that's finalized you should be good to go.” Once the magistrate’s assistant finishes with her disclaimer, she wishes the group a good day.

An hour passes while the Magistrates office prepares the merchant permit. During this time the group has the opportunity to enjoy some of the luxury’s that Khari’s merchant’s quarter has to offer. Trinkets and bobbles of every make and size glisten with the rise of the new day’s sun and the smell of hot bread invades the morning sea air, indicating that the local bakery is open for business. Eventually the time comes to collect the document.

Seeing the lady has indicated that she expects the merchant Zifero Balinger to be present to sign the document, how would you like to go about this process?

I foresee a couple percent rolls coming up, so I would like to clarify how I handle these ahead of time. When I make a percent roll, the higher percentage is always in the groups favor. For example, if I give you a 20% chance of being successful at something, 80% or higher is a success. On the other hand, if you have a 50% chance of failure 1-50% is a fail and 51-100% is a success. I prefer to clarify this ahead of time. That way there is no doubt weather a percent roll is good or bad.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life

Anyone have a decent disguise skill? Solstice has a +5, likely to get her arrested."

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Nope. I'm just me.

Grand Lodge

Male (True Neutral) Human Rogue 2.0 | AC 16 (T 14/FF 12) | CMB +2 CMD 16 (FF 12) | HP 15/15 | Init +9 | Fort +0 Ref +6 Will +2 | Perception +7 (+8 Traps) | Evasion

Felli has a +4 to Disguise, but considering Zifero is male (even though we don't have to look exactly like him just different) it would be more difficult for Solstice to try to pull off being male. But Solstice could possibly aid Felli.

While the rest of the group explore the merchant quarter, Felli heads back to the ship and prepares to continue with the charade. Using common items available on the ship, he begins to alter his appearance.

"Hmm... since I don't have access to better stuff to do this disguise, I should probably just make myself look much older and pretend to be an older uncle of myself." Felli chuckles as he says this.

For the next hour, he focuses on his disguise, using the time to truly get it right and preparing for himself to get in character.

Since the Disguise check is suppose to be made secretly, I won't roll it unless you want me to. But the modifiers would be this: +4 skill, +5 minor details only (since he is only trying to look older), and possibly +2 aid other if Solstice help. For a total of +9 or +11 to skill check.

Silver Crusade

LG Human Paladin (OaV, Sacred Servant) 5 | HP: 49/49 | AC: 20, FF: 19 TCH: 11 | CMB: +7, CMD: 21 | F: +8, R: +5, W: +6 | Immune to Fear & Disease | Init: +4 | Speed 30/20 | LoH 4/4 | Smite Evil 1/1 | Active Conditions: Reroll, Aura of Courage +4, Divine Symbol +1 LoH/day

@Fundir Nope, that's completely fine with me! :)

Serge sticks with Fundir in the merchant corner. "You know, Fundir, if we had just told them the truth, we'd be well on our way." He shurgs and assumes Felli will take care of the important questions. He then walks into the bakery and asks for a loaf of their finest regional specialty.

Sovereign Court

Female C/N Ifrit Sorcerer (Elemental/Fire)/10 | HP: 76/76(?/? temp HP)| AC/T/FF: 20 16/12/10 | CMB: +4, CMD: 16 16 | F/R/W: +6/7/16 +6/7/16 | Darkvision | Speed 30ft | Init: +16 (+12 if HA not active) | Bluff +14, Diplomacy +12, Disguise +10, Intimidate +15, Kn Arc +4, Perc +2, Perform(Sing) +17, UMD +14 | Fire Resistance 20 | Active Conditions: Mage Armor, False Life
Felli wrote:
But Solstice could possibly aid Felli.

I was hoping exactly that. That someone better suited would play the part and Solstice could aid. In fact she could play the recognizable Ifrit servant to the disguised Zifero and aid with a bluff roll as well as the aid to the disguise. You could also buy a disguise kit for a bonus.

Aid Disguise: 1d20 + 5 ⇒ (14) + 5 = 19, for whoever takes on the job.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

I can put guidance on him for his check.

Aid smooth talker's disguise?: 1d20 + 2 ⇒ (2) + 2 = 4
Oh, oh well.


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Felli finds his way back to the ship and easily comes across multiple things that could be used in the creation of a disguise. First he finds some white ash from one of the ships furnaces and mixes it with a small amount of oil that he finds in the ships pantry. Combined, he is able to create a quick color change for his hair. Highlighting the sides of his hair with the grayish past helps to age his 18 year old appearance. Even with that, his boyish unwrinkled face stands out under the manufactured aged hair of the disguise.

After heading back to the furnace the rogue gathers another handful of ash and brings it back to his room, where he mixes another batch of past in a small bowl. This time he adds in a variety of ingredients from the kitchen to create a skin colored pigment. Using one of the ships mirrors, Felli scrunches his face up, creating as many natural wrinkles as he can and then begins highlighting those wrinkles with different shades of the skin color past.

Solstice helps to prepare much of the home made make up and her experience with such things seems to be genuinely helpful. On more than one account she has managed to create colors and shading out of the ash that almost seems impossible. (Aid another successful, giving Felli an additional +2 to disguise.)

Mia comes back to Felli’s room with an arm full of crap that in no way shape or form could ever be used to create a disguise. In fact, it almost seems like she is intentionally trying to ruin the disguise. (Aid another fail.)

Upon completion of the disguise Disguise: 1d20 + 4 + 5 + 2 ⇒ (15) + 4 + 5 + 2 = 26 you feel that Felli does indeed look like a much older version of himself.

Serge and Fundir enjoy some of the amenities of the seaside port and it’s plethora of shops. During your exploration of the harbor you manage to over hear a few interesting things and make note that the city seems to have a very versatile population.

Fundir and Serge are welcome to make a gather information check for the one hour spent wandering the docks. Normally this would take (1d4) hours, but because of the heavy commerce in the area, the time has been reduced dramatically.

Diplomacy / Gather information (DC 15):

The Magistrate (Mavius) is a cousin of the lord-mayor of Khari. The magistrate takes advantage of his station to enjoy all the pleasures the city has to offer, therefore his palanquin is a regular sight on the street as Mavius travels between the mansion and several high-end establishments and the opera.

Diplomacy / Gather information (DC 20):

The lord-mayor, Marsiol Giovenci, isn’t too fond of his cousin. He secured the post of magistrate for Mavius as a favor to Mavius’s father, yet Marsiol feels that his cousin doesn’t live up to the city’s standards. The lord-mayor is concerned that Mavius might make him regret the favor by becoming entangled in some scandal.

Diplomacy / Gather information (DC 25):

Mavius has been involved in some dubious dealings with shady individuals tied to the Aspis Consortium, including the halfling, Tamrin Credence. The PCs learned during their previous investigation in Corentyn that Tamrin had also been involved with Zarta Dralneen. There’s enough evidence to let the PCs leverage this information to force the magistrate to cooperate—even become a long-term asset for future endeavors—though actually using information against a Chelish noble would be risky at best.

After an eventful hour the group meets back at the magistrate’s office to collect the document, where Serge and Fundir are meet by a much older looking Felli and friends. Bypassing the line for permit submissions, the group heads over to the pickup window, where the line is a lot shorter. The older Magistrate’s assistant makes her rounds up and down the longer line while taking information from other potential prospects and on a couple of occasions she manages to glance back in the groups general direction.

Sense Motive (DC 12):

The lady doesn’t seem like she has any clue about Felli’s disguise. In fact you manage to catch a playful smile whenever she looks over at the older Felli.

Once the group reaches the front of the line, Felli signs for the merchant permit and hands over 205 gold. (Do not subtract the gold from your character. The amount will be balanced out upon completion of the scenario.)

Sea Dredge: 1d100 ⇒ 44 (20% chance someone recognized the name of the Sea Dredge as being a Chelish naval ship.)
Zifero Balinger: 1d100 ⇒ 35 (10% Chance that someone recognized the name Zifero Balinger as being the curator of the Museum of History.)

Permit in hand the group collects their wagon and six crates, which are filled with shovels, picks, rope, and boxes of variable sizes that are lined with packing hay. Once the group gets to the perimeter gate, one of the guards examines the merchant's permit. He then looks over the wagon and its contents, and eventually hands back the permit.

The Guard

“Everything looks in order. Safe travels.” He says as he ushers your group forward through the gate.

The group’s over land journey passes, for the most part, with no notable encounter. On the last leg of the journey the group can hear an unusual grumbling in the distance.

Survival (DC 20) to recognize the sound.

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