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"Hello Waman!" Tupp chirps, waving at the young porter, "What's Absalom like? Oh it's huge and very very busy! I've only been there a few times so far, but every time I do, I get completely lost. Last time, I ended up in a district where the streets were so wet, the water went up to my chest!" He hurries up to walk by the boy's side, so that he can ask questions himself. "Are you from around here? I think it's beautiful! All those farms remind me of home, and the ruins give the place a sense of history and adventure." He smiles widely, "That's why I signed up as a Pathfinder you see; all the adventure. Is that why you work here? Are you planning to be a field agent one day?"
Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23

GM Ladile |

Chatting with Waman
"The waters really get that high?" Waman gasps, looking amazed. "Sometimes the fields flood during the rainy season but I don't think they've ever gotten so high to come up into Padiskar itself."
As you continue to walk and talk, Waman seems happy for the company. "I live here yes, all my life," he explains. "Not in the city itself but...my family has a farm. It's not very far from here, maybe half a day of walking to the west. We grow wheat." But when Tupp inquires as to Waman's own interest in the Pathfinder Society, the boy's demeanor shifts.
"Oh yes, the adventure would be...it would be wonderful," Waman admits, his gaze shifting towards the sky as you walk. "To see all of these places I only hear about in stories, even that would be worth joining. But..." Waman suddenly drops his gaze down to the dirt path beneath his feet, "...that's probably just a dream. The money I earn goes to my parents. Most years our crops are good and we make enough money to live on. But the last year or two, they have been harder. I needed to find work, to help my family."

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Styrian listens to the bright and cheerful boy chat on and on with Tupp.
Sense Motive: 1d20 + 4 ⇒ (18) + 4 = 22
This Zamir must be some kind of monster at least in heart, taking advantage of such a boy's situation. assuming the boy seems authentic
Styrian thinks it best to not linger too long with the child in case he gets too friendly and decides not to turn the party over to Zamir. "How much longer to the Magnificent Maulsari? We could all use a rest."

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Tupp looks saddened by Waman's situation, "Has the weather been that bad?" He wonders, looking up at the sky with a frown. He would continue chatting all day if he could, but Sori feels differently. She's worried that if Tupp chats for too long, he might have to lie to the boy - something that he is ill-equipped and ill-advised to do. And so, to avoid an uncomfortable, and possibly damning, situation, she gives Tupp a gentle peck on the head, signalling that it's time to be quiet.
Tupp sighs as he receives the signal, then looks to Styrian and slowly nods, "I suppose it would be nice to rest for a bit." But before falling to the back of the group, he gives Waman a reassuring smile and says, "My family are all farmers too, so I know how to muck in if you ever need an extra pair of hands. Just say the word."

GM Ladile |

"Yes...but I'm sure that the rains will return soon," Waman responds with the tone of one trying to cheer themselves up. From watching the boy's body language and carefully listening to his tone, Styrian is certain that Waman isn't lying about his family's difficulties. "Oh! Here we are," Waman perks up, as you arrive at a rather cozy two-story building of wood and stone surrounded by a trees bearing beautiful creamy-white flowers. A slight breeze blows and the scent of the flowers fills the air; a rich, heady aroma that reminds you of gardenia and tuber rose.
Waman escorts you all inside and speaks a few words in Vudrani to the elderly man that comes out to greet you. The conversation grows rather animated when the man spots Blarg trailing behind Koani, but in the end he seems to relent and nods to Waman, giving him several small keys.
"These are for your rooms," Waman explains as he hands one to each of you. "Master Prem," he inclines his head to indicate the elderly man, "will take care of you until it's time for you to begin your journey. Ah...his Common is not the best, but he is a wonderful host, I promise. If you need something more, please send for me at the lodge and I will come as quick as I can."
With that, Waman bids you goodbye and leaves you all to get settled in to your rooms, promising to return when it's time for your caravan to depart.
_______
The next two days pass in a blissful - or perhaps boring for some of you - and uneventful manner. Some of you take advantage of this time to learn more about Padiskar and the surrounding area (this can be where you learn the information in the previous information post), others set out to explore the city itself and take in the beautiful coastal views that it affords. Before you know it, the day of your caravan's departure arrives and you all rise just before dawn and make your way through the quiet city streets back to the lodge where porters are already loading up several water buffalo for the journey.
Waman is there to greet you, as is Mihir himself, both of them waving as you approach. "Ah! It is good to see you again," the Venture-Captain smiles as he bows to the group. "I trust you have made all of your preparations? Yes? Good." Mihir places a hand on Waman's shoulder. "Alas, I have other business I must see to this morning but Waman will brief you on the best route to take and everything else that you need to know."
Stepping forward, Waman nods. He holds out a set of instructions, written in Common, for how to guide the pack animals to Niswan. He also unfurls a map and traces his finger along the suggested route from Padiskar to Nisawn. "This route, it is the one you must take. Scouts have told us that the coastal route is blocked by flooding, so you will have to travel through the jungle."
It's also probably no coincidence that this proposed jungle path also happens to be the long way to reach Niswan.

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Bartimaeus makes sure to thank the hosts on their arrival and during their departure.
With the caravan, Bartimaeus takes a look at the map. "Very well then Waman, as long as you trust your scouts to be consistently reliable, you have my confidence. What can you inform us with on the dangers in this jungle? Any flora or fauna that tend to cause trouble?" Aside from the bandits of course, but no need to discuss such a sensitive matter with this gentleman... Might give something away!
When the travel starts, he does his best to stay within the vicinity of Tupp as often as possible, especially if it means he can participate in his education and further converse with Sori.

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Styrian nods when Koani points out the route. "I guess this means the lad sold us out as we planned. I do hope Mihir goes easy on him."
Are there drivers or anyone else to be concerned about during the expected attack, or is our party the only personnel?

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Tupp spends the two days caught between the boredom of studying in his room at the Magnificent Maulsari, and the excitement of exploring the city or practising his sword work in front of beautiful coastal views. By the morning they are due to depart, he has already decided that he'll do everything he can to help Waman out when this is all over. For now, however, he just tries his best not to give the game away, lest the bandits slip away. "Hello!" He waves back at Mihir and Waman as he approaches, Sori flying by his side, "We're ready!"
When Koani points out the significance of the route, Tupp's eyes glaze over again, the map just looking like a load of squiggles to him. He finally grasps the significance of the revelation when Styrian spells it out for him, "Oh right! Remember to hide your good stuff, guys. We don't want those bandits taking everything magical." As they start travelling, Tupp does his best to stick close to Bartimaeus as much a possible, not wanting the old man to get hurt too badly during the inevitable ambush.

GM Ladile |

"Well...there are the man-eating flytrap plants, zombie pygmies, tigers and panthers..." Waman begins, ticking off potential threats on one hand, "...oh and of course, the quicksand."
He pauses a beat and then his stoic, serious expression cracks as he begins laughing. "I am just kidding, just kidding! Well, about the quicksand and the man-eating flytraps and the zombie pygmies. You could run across a tiger or panther but I don't think you would have much trouble if you did. Especially not with such a fearsome beast of your own," Waman adds, giving Blarg an appreciative smile.
_______
With your preparations made and Waman none the wiser that you know what he knows, the group of you set out along Waman's proposed trail. The sights of Padiskar's buildings and farms quickly fades from sight as you proceed southeast into the jungle along an old, well-worn trail. Underneath the humid jungle canopy the temperature quickly rises, leaving all of you feeling rather hot and sticky with sweat. In spite of the temperatures, the jungle is teeming with life - from the brilliant green of the canopy high above to the colorful flowers you spy along the path to the cries of exotic birds that echo in the air. And underneath it all, there's a low but steady hum of thousands - perhaps millions - of insects as they crawl or fly about in the search of food or mates.
It's not just the group of you with the caravan, either. Accompanying you and the pack animals are a man and a woman, the siblings Ganesh and Lasya Vaikar. "Mihir is a family friend," Ganesh explains amiably as you walk along. Both siblings have a slight weather-beaten appearance about them, as if they're used to working outside in the elements. "And my sister and I have much experience with handling the buffalo and other pack animals. So sometimes we help Mihir with his caravans, when his other agents are busy."
"Yes - we earn some coin and it gives us a chance to leave Padiskar from time to time," Lasya chimes in, giving one of the buffalo a pat on the flank as she urges it over a fallen log. "But Mihir's men are normally all local; seeing visitors from outside is a bit strange. Do you normally travel so far for your work?" she asks.

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Family friends? Why would Mihir send two family friends on a mission he knows to be deadly? Has he gone mad? "I cannot speak on behalf of my companions, however travel is certainly part of my typical line of work," Bartimaeus remarks, attempting to control the outpouring of sweat with a handkerchief. What I wouldn't give for an Endure Elements spell! Lesson learned: comfort and survivability both necessitate its use!
"As a matter of fact, travel has been a part of my life for quite some time now. I was born in Irrisen, you see. My town and I finally saved up enough gold to send me to the Erages Academy in Kyonin when I was 25. I had shown some magical aptitude, so it was only natural. When my studies permitted it, I traveled across Avistan to learn more of this world first hand. Upon my graduation from Old Erages' Blackash Training Grounds, I sought to further sate my thirst for knowledge and here I am, speaking with you," he explains, desperately trying to keep cool throughout. That's most of the story, anyways. No need to elucidate them on my training to battle the Winter Witches of Irrisen on behalf of the Herald's of Summer! What better training than to seek other evil and irresponsible wielders of magic for the Society?

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Tupp's mouth hangs agape as Bartimaeus shares his story, "You mean, you went all that way... to study... on purpose?" He shakes his head, unable to understand why anyone would willingly go through such torture, "That's crazy! I mean, last night, Sori made me do so much reading that I thought I was going to fall asleep and hit my head on the table again." He starts absently rubbing his head, "It happens more times than you'd think."
He wipes his now sweaty hand on his trousers and adjusts his armour a bit, trying to get comfortable in the heat, before answering the Vaikars himself. "I sure hope so! I travelled all the way to Absalom from my home in Minkai - that was a shock after growing up on a farm! Anyway, as soon as I was accepted as a Pathfinder agent, they sent me here..." He looks around at the jungle all around, "...and it's so beautiful! I think I'm really going to enjoy being a Pathfinder."

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Hearing Bartimaeus's homeland immediately strikes Styrian as unusal. "Irrisen you say? My mother owns an inn south of Trollheim. Pardon my saying so, but you don't seem quite like many of the Irrisens we had the pleasure of hosting - or worse. Take it as a compliment wizard.
To the siblings Styrian responds "Yes we're far from Absolom, which is even further from my homeland, but there aren't many paths to find for Pathfinders unwilling to stray far."

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Earlier...
Bon Jon listened to the various details of the mission briefing with easy-going and relaxed interest, until mention was made of the arrogant and troublesome monks. At this, he darkened and his face was visited by an uncharacteristic scowl. "That is not right, not right at all. I will have to set them straight..."
Bon Jon spends the two days of waiting time stretching and practicing flying kicks. When the caravan is ready to leave he walks at the front, watching the surroundings carefully.
Once again, my apologies for the slowness in posting. Life should be returning to normal now...

GM Ladile |

As Blarg noses around for attention, Lasya and Ganesh give each other a rather nervous look...and then Lasya slowly extends one hand, palm down, for the dinosaur to sniff. Once she's certain that Blarg doesn't object, she very gently and lightly flexes her fingers over the top of Blarg's head and snout - petting him. As she grows more comfortable, a wide smile creeps across Lasya's face.
"Please forgive our caution," Ganesh explains. "Even a trained creature can prove dangerous if you startle it or invade into its space when your presence is not desired. Even a domestic water buffalo or horse will kick if startled or agitated enough, yes?"
Though she keeps her eyes on Blarg, Lasya nods in agreement. "Yes. You must always respect a creature's space. I've found that if you do that, the creature seems more likely to respect you in turn, whether as master, as alpha, or as an equal companion." She smiles again, laughing at Blarg's eagerness to be petted. "He seems to enjoy the attention! Did you raise him from a...uh...hatchling?"
And so, the rest of the day proceeds much the same way as you make your way through the jungle and along the path that Waman set out for you. Though the heat is uncomfortable for those unused to it, at least there's plenty of conversation to be had as Lasya and Ganesh prove eager to listen to your tales about far-away Kyonin, Irrisen, and more. Later on, you make camp and set your watches, the night passing peacefully and without incident.
_______
P. Bluff: 1d20 - 1 ⇒ (17) - 1 = 16
The second day passes much like the first and at the end of a long day of travel through rough hills, a campsite comes into view. Smoke curls upward from a small fire, where a man is tending a roast pig on a spit. Three more men are setting out bedrolls and four mules are picketed beside a pile of sacks and bundles nearby. At the sound of your approach, all four men look up and immediately stop what they're doing, watching you cautiously for a moment. Then, one of the men who had been setting out bedrolls clears his throat and calls out,
"Greetings, travelers! I am Phalgun and these are my companions. We make our way to Padiskar from Niswan, with cloth and carpets for market. What brings you out on the road?"
While the men seem to regard you with caution rather than malice, this statement seems off - why would merchants from Niswan take the long path through the jungle instead of following the coast?
This campsite seems to be well-used by travelers passing through the jungle. You suspect that it would make a good and logical location for Zamir's men to execute their ambush of the caravan.

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Place looks well traveled. A perfect ambush site if I ever saw one. Predictability and a tree line rendering you practically invisible are the key. The question remains, however: Are they the ambushers or the ambushees? "Yes, yes, good day to you too. Travel is always worth taking to the road, eh? Especially when it is one someon else's gold! Haha! Moving some choice pieces of equipment from here to there, nothing out of the ordinary," Bartimaeus declares, stroking his moustache regally. That should pique some interest if they are indeed the bandits for which we are seeking. Perhaps some of my more silver tongued companions can further fuel their desires in such an event.
________
Sense Motive, DC 16: 1d20 + 1 ⇒ (12) + 1 = 13
Geography, DC 10: 1d20 + 9 ⇒ (7) + 9 = 16

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Koani smiles as the siblings interact with Blarg. "Yes, I held Blarg's egg in my lap as he hatched. He has been my constant companion ever since. He is an absolute sweetie unless he thinks I am threatened, in which case he is a little combat monster who will rip anyone to shreds."
sense motive: 1d20 - 1 ⇒ (8) - 1 = 7
With +9, Koani can't possibly miss that survival check.
Koani catches the eyes of her companions, and nods significantly. This location looks suspicious to her.

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Sense Motive: 1d20 + 2 ⇒ (19) + 2 = 21
Survival: 1d20 + 0 ⇒ (8) + 0 = 8
Bon Jon eyes the travelers suspiciously. "Well met, my friend Phalgun, but tell me, what brings you this way? This seems a peculiar route from Niswan - why take this long path through the jungle instead of simply following the coast?"

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Tupp waves cheerfully at Phalgun and his comrades, "Hello!" He says as Sori lands on his head, her glassy eyes inspecting the travellers with suspicion. She doesn't detect anything untoward in Phalgun's words or attitude, however, and lets Tupp continue in his friendly way, "Yeah, we're moving important goods for the Pathfinder Society..." He continues where Bartimaeus, "Did you know, there are bandits around here? I don't know if they'll want your stuff too - I'm told they only really want magical goods - but you should keep your eyes out anyway." He doesn't notice Koani's nod, or really pick up on Bon Jon's suspicions, but Sori does, and she hops down onto Tupp's shoulder to whisper advice. "Oh, we should share camp tonight! There's safety in numbers, and I'm sure bandits wouldn't try to take us all on."
Sense Motive (Sori): 1d20 + 6 ⇒ (8) + 6 = 14
Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20

GM Ladile |

Phalgun opens his mouth to address Bon Jon's questions...but suddenly snaps his mouth shut again as Tupp breaks in, introducing himself and blithely commenting on the rumors of bandits in the area. A look passes between Phalgun and one of his men and then the two begin to rapidly converse among themselves in their native tongue.
"मैं आपको बताता हूं, यह एक चाल है! ये लोग स्पष्ट रूप से जमीर के साथ Zamir में हैं - वे इस रास्ते पर क्यों जा रहे हैं?" the second man insists, waving his arm at the group of you in a rather emphatic manner.
"Samarjit, क्या तुमने अंधे हो गये हो? उन्हें देखें; उनके कपड़े, उनके दिखावे - वे स्पष्ट रूप से पादिसक और जालेरे के लिए विदेशियों हैं। Zamir में ऐसे लोगों को अपने काम में नहीं रखा जाएगा!" Phalgun responds, giving his companion - Samarajit, by the sounds of it, a rather pointed look and then nodding his head at the group.
Samarjit throws up his hands, shaking his head in disgust. "खैर, जो भी वे हैं वे कोई मूर्ख नहीं हैं - उन्होंने हमारे रास के माध्यम से जितनी जल्दी हमने देखा था, उतनी ही हमने देखा। उनसे पूछो, फिर, जहां उनकी वफादारी झूठ बोलती है।."
"I tell you, it is a trick! These people are clearly in league with Zamir somehow - why else would they be traveling this path?"
"Samarjit, have you gone blind? Look at them; their clothes, their appearances - they are clearly foreigners to Padiskar and to Jalmeray. Zamir would not have such people in his employ!"
"Well, whoever they are they are no fools - they saw through our ruse nearly as quickly as we saw through theirs. Ask them, then, where their loyalties lie."
During this conversation, Lasya and Ganesh, too, share a look. "Ah...it seems Phalgun and his friends are not what they seem either," Ganesh whispers softly. "Yes and they are currently a little undecided on what to make of you," Lasya adds. "And whether or not you are aligned with Zamir. Oh! I suspect they are about to ask that very thing."
And, with the most impeccable of timing, Phalgun and Samarjit finish their brief but furious conversation and turn to address the group. Clearing his throat, Phalgun offers a small bow. "My apologies, but my comrade and I found it necessary to have a few words. Since at least one among you is more perceptive than expected and since your own tale also makes little sense as it mirrors our own, let us save ourselves time and be frank."
"We are not merchants but agents of His Regalness Kharswan, the Thakur of Jalmeray," Phalgun explains. "And we have been sent here to put an end to the criminal Zamir's crimes. With the exception of your guides," he nods at Ganesh and Lasya, "you are foreigners to this land and clearly not in league with Zamir yourselves. Though I do not know your true reasons for traveling the jungle I suspect that our goals may align? Perhaps you would be willing to join with us in finding Zamir; your aid would be welcome and I am sure some sort of compensation would be easily arranged for your trouble."
A tempting offer, but you realize that having Phalgun and his men around presents an unexpected wrinkle in the plan. How do you ensure that Zamir's men manage to steal the fake scepter as planned and how do you do it without the Thakur's men ruining the plan by killing them all when they attack?

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Int check: 1d20 - 1 ⇒ (9) - 1 = 8
Bon Jon is rather befuddled by this latest turn of events and speaks not a whit of Vudrani. He waits to see if any of his companions have a better understanding of what is going on before replying.

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Int: 1d20 + 0 ⇒ (7) + 0 = 7
"You're hunting bandits!?" Tupp exclaims, clearly very surprised, "But I thought you were the bandits..." He gives Sori a look, and she does the avian equivalent of a shrug. "Well we're definitely not with Zamir. In fact, we're- Ow!" He starts rubbing his ear where Sori just pecked him, "I mean, do you know where Zamir is, then? His bandits have been targeting Pathfinders you see, so our bosses will be very happy if his illegal activities were brought to an end." He's unsure, however, what to make of the offer, and waits for more experienced Pathfinders to have their say.
Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29

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Int: 1d20 + 3 ⇒ (18) + 3 = 21
Sense Motive: 1d20 + 4 ⇒ (4) + 4 = 8
Styrian thinks to himself, Our combined forces would likely be enough to scare the bandits off from stealing our bait in the first place, and if they do it would be difficult to talk these four down from a definitive battle. And I'm not sure if the best course is to inform them of our whole plan.
Diplomacy: 1d20 + 3 ⇒ (1) + 3 = 4
Styrian is tired and distracted from the road, so doesn't get a good read on the other group and his attempts to talk to them probably come of as more suspicious.
"We do appreciate your offer, but we have an important task which we unfortunately cannot fully share with you. Perhaps we can camp here tonight, but it may be best for us to press on a few more hours. Allow me to confer privately with the others."
Styrian points out to the party that combining forces would probably hurt their plan to plant the tracking item with the bandits, either by scaring them off or defeating them thoroughly.
hopefully Styrian's social bumbling doesn't mess us up too bad!

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Bartimaeus' body tightens as soon as they begin speaking in another language, a heavy pit forming in his stomach. I must protect the boy... He tries as subtly as he can to turn his body to face Tupp to push him out of the way if the duo attempt to harm him. His heart drums in his ears and the rush of adrenaline as it charges through his veins draw out each moment longer and longer.
When Lasya and Ganesh speak up, he jumps a little and his tension releases. Suddenly finding himself very tired, he takes a deep, calming breath. I must renew my efforts to learn the languages of the places I intend to travel. If not to spare myself from embarrassment, then to better defend my companions.
A larger force would likely decrease our chances of being raided. While typically a worthwhile endeavor, such an event is undesirable, considering our plan.
If they are granted a few moments alone, Bartiameus weighs in as well. "I have arrived at the same conclusion as Styrian. Our union would prove detrimental to the current plan on multiple fronts and, as such, we should abstain from pursuing it. Tupp, my boy, you have a surprising fashion of saying things in a remarkably pleasant and non-confrontational manner by speaking plainly. It would be prudent if you were the one to tell them. Perhaps you could speak to the increase in both parties' probability of success in the event that we split up. Both groups are operating under the appearance of being easy targets and either's deceptive strengths would prove the bandit's undoing," he explains. I don't mean to overwhelm his mind, but I trust Sori is up to the task of breaking it down for him.
When the conversation resumes, he observes in uncomfortable silence, clutching his holy symbol nervously. He can do it, even if he is just a boy... He can do it... He can do it...
________
Int, DC 10: 1d20 + 4 ⇒ (13) + 4 = 17

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Tupp stares at Bartiameus for a few seconds after his speech, blinks, and then looks to Sori. With the patience of a saint, Sori hops closer to Tupp's ear and whispers something, making his eyes light up with recognition, "That's a no, then? Because if we split up, we make better bandit bait... Gotcha'!" He gives Bartiameus a thumbs up, thinking about how nervous he seemed earlier. Poor guy! Probably isn't used to excitement because of all that boring studying he does. When the true bandits strike, I'll really have to stick close to the old man, make sure he's safe.
"Hello! It's me again..." Tupp says cheerfully, waving and walking back towards the other travellers, "Thank you for the offer, but... Well, we feel that we will have a better chance of catching the bandits if we split up. We'll cover more ground and the bandits might be scared off if there's too many of us. But is there anything else we can do? I mean, I have some..." He starts patting himself down, then pulls out some pebbles from his pocket, "Umm, some spare sling bullets if that'll help. It's not much, but I'm travelling kind of light at the moment." He holds out the pebbles with a big friendly smile.

GM Ladile |

"You see, I told y-" Samarjit begins, only to fall silent when Phalgun simply holds up his hand. He gives each of you a long, hard look as if he seems to consider Tupp's words and how to proceed.
"I see," he finally responds, frowning. "You have a good point, I must admit. Together, our numbers might very well prove intimidating to Zamir's men, who are used to preying on small groups and caravans - not a large, well-armed force. Still...we have our own orders to consider and the Thakur is not one to be trifled with."
Phalgun begins to pace back and forth rapidly, all the while still addressing Tupp and the rest of the group. "Yet, I can see by the look in your eyes, hear it in your voice - we all want the same thing. It would be foolish to turn away possible allies simply based on a difference in method alone, would it not?"
He stops and turns to face the group once more, giving you all a shrewd look. "Tell me, what do you intend to do with Zamir's men once you find them? If your Society has done its due diligence, which I suspect it has, then you know that Zamir himself only rarely takes part in these raids. How do you plan to track him down?"
_______
Even if it doesn't seem like it, you are doing well here in this conversation with Phalgun and his men. As he said, he does have his own orders to consider and he's curious about what you, potential allies, have in mind :)

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Tupp looks back and forth between his comrades and Phalgun a few times, not sure what he's allowed to say. Fearing another peck on the ear, he raises a finger at Phalgun, "Hold that thought." Then hustles back to the group. "Should we tell them? I think we we should tell them. They could back us up if the bandits are less honourable than Mihir thinks, and we find ourselves in real trouble after we let them capture us." He looks back towards Phalgun with a friendly smile, ready to call him over and fill him in on the plan if the others agree.

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Styrian nods his assent to Tupp to fill the other party in. "We shouldn't look for conflict with them, if no one has reason to distrust them I agree we could tell them our plan to gain their cooperation."

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"Alrighty then." Tupp waves at Phalgun to join the huddled Pathfinders.
If he doesn't join us, Tupp will go to him and start whispering.
"We have a decoy scepter in with all our other goods. Well, that scepter has some sort of magic in it that allows us to track it with one of our compasses. The plan is to have the bandits steal it from us, then we can easily follow whoever took it back to their secret hideout. That's why we're worried about joining together you see? We actually want the bandits to steal all our stuff and get away with it." He smiles widely at Sori, proud he remembered the whole plan, but she still thinks of something to add and whispers it in his ear, "But the less people who know our plan, the better. If you promise to keep it between us for now, we'll be happy to join forces with you and your team when we find the hideout." He adds in response to his tutor's prompting.
Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20

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Still unconsciously holding his breath, Bartimaeus observes as the scene unfolds. He did well, we just have to hope it was enough for Phalgun... Sori has taught him well.

GM Ladile |

Phalgun's eyes widen as Tupp lets him in on the group's plan and a thoughtful look comes over his face as he strokes his chin. "Hmm, I see...get them to lead you directly to Zamir's hideout...very clever, very cunning!"
He smiles at the group, a confident gleam in his eye. "Very well. My men and I will instead set camp further along the path towards Padiskar so as to aid you in luring Zamir's men into your trap. Once the deed is done, send word to our encampment and we will either join with you or follow your trail to Zamir's hideout."
At that, and assuming there are no objections from any of you, Phalgun turns on his heel and strides back to his group. He barks a few orders in Vudrani, causing all three of his fellows to begin offering what sounds like confused and angry objection - which he silences once more as he simply holds up his hand. Beckoning them close, there's another quick, hushed conversation before all four men begin to pack up their things. Once packed, they set out down the path that the group of you had traversed only a short time ago. As he passes you, Phalgun gives the group a knowing nod....and Samarjit grumbles, "Whatever your grand plan is, I hope for your sakes that it works."
The sound of footsteps fade and you're now left with the clearing all to yourselves and with night rapidly approaching. Ganesh exhales a sigh of relief. "Well, that was a bit awkward, yes? But come, we should set camp."
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Okay! Please see Slide #3 and arrange yourselves as you'd like - also, let me know what you do with the scepter and if you're setting a watch order.

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Sharing in Ganesh's relief, Bartimaeus also releases a long, relieved sigh. "Indeed, glad we made it through. Good show Tupp, good show!" he says, clasping the paladin on the shoulder firmly. Perhaps Sori isn't so misguided in her decision...
"A watch should be planned prior to retiring for the night. If I may, I would like to go first. You see, I need continuous sleep for my mind to recover from the day and remain sharp so that I can continue aiding us with my arcane talents. Any objections?" he asks while looking around, clearly not actually expecting disagreement. "Additionally, have magic prepared to assist you all in keeping watch while I am asleep."
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Bartimaeus also has the Alarm spell prepared. He can use his Potent Magic Exploit to make it CL 4 and therefore last 8 hours. He would want to do this during the time that he is not on watch and would explain to everyone before bed that the password is "For the Father of Creation."

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Tupp smiles and says, "Thanks, Bartimaeus! I was just doing what you asked... right?" He looks a Sori for confirmation, "Anyway, people are usually nice and understanding if you give them a chance. I mean, even with all the secrets, Phalgun's friend still wished us luck on his way past." He adds, oblivious to Samarjit's hostile demeanour.
He starts looking around for a good spot to set up for the night as Bartimeaus proposes taking the first watch. "Oh, I thought you'd take the middle shift, you know... to answer the call of nature." He whispers with a hand up to his face, trying to be discreet, "I mean, my gramps wakes up three times a night and says that his crops grow so well because he always catches pests red-handed. Calls it his super power!" He explains with a friendly conversational tone. Sori hops up on his head. "Don't be rude, Tupp! He's not that old." Tupp blushes, "I didn't mean to be rude. Sorry, Bartimaeus. I think I'll take the middle shift then if no one minds." He continues looking around for somewhere to sleep, and eventually turns to the others, "Does anyone know how to set up camp?"
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Tupp won't be able to sleep in his armour, so since we're expecting an ambush he'd be happy to take the middle watch, hoping to get lucky. :)

Sori, Tupp's Guide |

Sori, still on Tupp's head, scans the area, "I'll rest in the trees tonight, I think." She says thoughtfully, "That way I can watch out of sight and get help if needed. But for now, we need to decide on where to place the scepter to make sure it gets stolen. I suggest leaving it poking out of a bag near someone's bedroll. That way it'll look like we want to keep it close, but the guard will either be sleeping or elsewhere keeping watch."
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I don't really know what to do with the scepter, so I'll go with whatever other suggestions y'all have.

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Placed myself on the slide. Super hectic day today, probably won't have a chance to post - bot me if needed please.

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"I suppose an earlier shift works for me too, so you can wake me when yours is complete Bartemaeus."
"If bandits come they will more likely raid the caravan's supplies than our own belongings. I suggest leaving it with the other items, but make sure it is easily accessible and the magic items in general are noticeable." He considers how best to handle a likely encounter tonight. "Will your spell alert us all audibly? I suggest setting up camp in the clearing to the northeast and leaving the caravan supplies nearer to the road outside the spell to make them all the more enticing without the need for confrontation if they try to be stealthy."
I moved Styrian to the area he reccomends

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Caught off guard by Tupp's comment, he looks at him with an eyebrow raised, mouth slightly agape. Caught with nothing to say to this boy. Years of preparation for every occurrence, a plan for any occasion, yet I am surprised. I have learned another lesson here today, if I let my hubris cloud my mind and underestimate my foes, it shall be my undoing. Still some work to do on the bird's behalf, I see. I will do what I can to guide him as well, he may become a finely tuned instrument yet! Fortunately, Sori chimes in before he has to really respond to him. "Yes, right, the middle shift it is for you! Let us carry on with our preparations."
"Most certainly Styrian, I shall wake you for the second shift. I will cast my spell in such a way so as to provide an audible stimulus for us all, grand idea! I support your plan as well, if we leave the scepter with the caravan, they are also less likely to take any opportunities with our lives," he says solemnly.
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Token placed in the NE clearing.

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Bon Jon offers to take the last shift of the watch. It is a fine time for meditation anyway, just before the dawn...

GM Ladile |

Okay so the watch order I have is: Bart, Styrian, Tupp, Koani, and Bon Jon. Looks good!
As camp is set and watch orders are discussed, Ganesh and Lasya give each other a look and then nod as if coming to a silent agreement on something. "We will help keep watch as well," Ganesh declares. "I can watch firstly with Master Bartimaeus."
"And I can watch lastly, with Master Bon Jon," Lasya adds, giving the monk a smile. "That way only the second and fourth watches will be lacking two pairs of eyes - since Sori will be watching with Master Tupp."
"Of Mihir's guides and porters, we are the most experienced and that is why he sent us. He trusted that Lasya and I would be able to watch over ourselves while you deal with Zamir's men," Ganesh explains. "Even knowing the plan, some of the younger ones might panic and get themselves injured - or worse. And so, that is why we are here and that is why we will carry our share and watch as well."
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Red Stealth: 1d20 + 8 ⇒ (14) + 8 = 22
Green Stealth: 1d20 + 8 ⇒ (11) + 8 = 19
Purple Stealth: 1d20 + 8 ⇒ (14) + 8 = 22
Blue Stealth: 1d20 + 8 ⇒ (7) + 8 = 15
Orange Stealth: 1d20 + 8 ⇒ (3) + 8 = 11
Teal Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
Yellow Stealth: 1d20 + 8 ⇒ (9) + 8 = 17
Pink Stealth: 1d20 + 8 ⇒ (10) + 8 = 18
Tupp Perc.: 1d20 ⇒ 13
Sori Perc.: 1d20 + 9 ⇒ (11) + 9 = 20
Bartimaeus Init: 1d20 + 5 ⇒ (7) + 5 = 12
Tupp Init: 1d20 + 1 ⇒ (18) + 1 = 19
Koani Init: 1d20 + 4 ⇒ (9) + 4 = 13
Styrian Init: 1d20 + 1 ⇒ (3) + 1 = 4
BJB Init: 1d20 + 2 ⇒ (19) + 2 = 21
Blarg Init: 1d20 + 3 ⇒ (20) + 3 = 23
Sori Init: 1d20 + 2 ⇒ (14) + 2 = 16
North Group Init: 1d20 + 2 ⇒ (7) + 2 = 9
South Group Init: 1d20 + 2 ⇒ (4) + 2 = 6
Having quickly determined that the siblings are resolute in their determination to help, you finalize the proposed watch rotation and make sure to arrange the caravan's goods - and most importantly, the scepter - in such a way as to prove easier to be stolen but not appearing completely unguarded. The rest of you bed down and attempt to get some rest, while Bart and Ganesh begin their watch. Perhaps to their relief (or not), the first watch passes quietly and Bart casts his Alarm spell before calling it a night. Styrian's watch also passes without incident and he wakes both Tupp and Sori for theirs before climbing back into his bedroll.
Except for the light of the campfire, the night is dark as Tupp patrols around the perimeter of the camp, mindful of the pass phrase Bart had instructed him to use to bypass the Alarm should he need to step outside it. Sori keeps an eye out from on high, perhaps occasionally flitting from tree to tree in order to observe the camp from different angles.
Around midnight or so, just when Tupp and Sori are beginning to wonder if the bandits might choose to ambush them another night, Sori hears the sound of leaves crunching underfoot - it's faint, but there's no mistaking that she heard it, coming from somewhere to west of the camp. Then Tupp hears it too, except the sounds seem to be coming from the south - and approaching quickly. It must be the bandits!
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Suprise Round
Tupp
Sori
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????
????
Active Conditions: Alarm (Blue Grid)
Tupp & Sori are UP!
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Alrighty folks; in this surprise round Tupp & Sori can take a move *or* a standard action and then the bad guys do the same. After that, we'll enter into normal rounds and everyone will be able to start acting! The current light level within the Alarm grid is Normal Light, outside the grid is Dim Light (20% Concealment) and waaay away from the campsite would be Darkness. Please let me know if you have any questions! :)

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Tupp heart leaps from his chest, It's happening! What do I do? He looks to the south, past the location of the scepter and reaches for his sword. I should wake the others, but what if I scare the bandits off? He looks to the trees for guidance and sees Sori swooping down to land next to Koani.
Heading Koani's earlier warning, she whispers in the sleeping elf's ear. "It's time!" Hoping the few extra seconds will help her wake in time to keep the dangerous dinosaur calm. To Tupp she tweets, "To the west, Tupp!" Tupp nods, draws his sword and heads in the indicated direction. "Bandits, to the west!" He yells, "Don't let them in the camp."

GM Ladile |
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Thinking quickly, Tupp quickly bends down to wake Koani and then draws his sword as he sounds the alarm. From the west you hear some startled swearing and then, "They're onto us! Quickly, find the goods!" and then the sound of numerous footsteps that rapidly approach the camp...as well as some additional grumbling.
"Dammit, this is the most bullsh!t unprofessional outfit I've ever seen...!" comes one voice.
"Shut it Manas! We're not the ones that decided to wear combat boots to an ambush!" replies another.
"They're COMFORTABLE!" roars the first voice in reply.
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Round 1
Bon Jon (Prone)
Tupp + Sori
Koani + Blarg (Prone)
Bartimaeus (Prone)
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Western Bandits
Southern Bandits
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Styrian (Prone)
Active Conditions: Alarm (Blue Grid), Normal Light (Orange Grid)
Bon Jon, Tupp + Sori, Koani + Blarg and Bartimaeus are UP!
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Have fun, guys! Remember, you don't want to kill all the bandits but you can't just let them have the scepter without putting up some kind of a fight or they'll grow suspicious. Also, in case anyone is wondering, the rest of you besides Tupp are prone because you've been sleeping :)