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Survival: 1d20 + 4 ⇒ (3) + 4 = 7
Danyn shrugs, satisfied.
Not sure what to get for a caravan ride. Hm...
Put me down for 50ft silk rope, a sack, and a waterskin.

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Survival: 1d20 + 0 ⇒ (12) + 0 = 12
Kort will spend the intervening time trolling inns and pubs that he expects will be frequented by caravaners and merchants. He'll be looking for general rumors of smuggling and magical artifacts, and also indirectly seek some information on the target (Zamir). Kort will invite the group at large to participate/support.
To identify likely locations: profession(merchant): 1d20 + 4 ⇒ (1) + 4 = 5
diplomacy(gather information): 1d20 + 3 ⇒ (2) + 3 = 5
...and... bright lights, big city, Kort is distracted in the first attractively staffed watering hole with a floor show. Entertaining, perhaps instructive, but not productive.

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Small note, the caravan trip will be rather short, just serving to get you closer to the area without breaking your cover, and likely only be a day's travel. After that, you are on your own, and there's no telling just how long this might take.

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Arovandeon reads his letter carefully, scanning his memory for any additional knowledge of the Pharaoh’s Crook of Order or the warrior Banafrit and the odd statues that bear her likeness. Overhearing Grundle's outburst he automatically seeks that knowledge as well.
As the group departs to gather supplies he makes mental notes, creating a list of items he plans to purchase and perhaps a favor he might call in with the Society.
Silk rope - 50 feet, trail rations - 2 weeks, cudgel - oak, oil - shillelagh, potions - touch of the sea, mage armor. From the Society - a wand of true strike.
Knowledge arcana for the Pharaohs Crook of Order: 1d20 + 15 ⇒ (19) + 15 = 34
Knowledge history for Banafrit: 1d20 + 11 ⇒ (2) + 11 = 13
Knowledge arcana for Thakur: 1d20 + 15 ⇒ (20) + 15 = 35
Knowledge nature for Thakur: 1d20 + 14 ⇒ (20) + 14 = 34
Knowledge dungeoneering for Thakur: 1d20 + 11 ⇒ (4) + 11 = 15
Knowledge planes for Thakur: 1d20 + 11 ⇒ (5) + 11 = 16
Knowledge local for any helpful information about Zamir or the area: 1d20 + 11 ⇒ (1) + 11 = 12

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Pretty much none of your rolls area actually appropriate for the subject matter, so I took the die roll and added it to the appropriate skills, (Religion, Diplomacy/Local, and History/Nobility. :)

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Your departure happens late at night (or early, depending upon your view). As notified, you meet up with a caravan, and are incorporated into their band for your travel. It only lasts for a day, as you advance towards your destination, but it turns out to be an extremely dreary and uneventful day, leaving you with the feeling of time lost that you can never get back. Finally, they stop, indicating that they have reached the point they where instructed to drop you off at. Looking around you as you get out of the wagons, you see that you are at the edge of a large jungle and forested area. As the caravan moves on, you look at the map and easily find your location. A few hours at most travel along the road leading through the forest, followed by a few minutes trek off the path to a suitable camping area, unbeknownst to anyone else is exactly where you can lay your trap for Zamir's men.
Traveling on, you get to the place your seeking, but hear voices in the distance, in the exact spot you need for your mission to succeed at the first step. . . Sitting around newly made camp fire are four Vudran men, obviously traveling traders by the few wares they have displayed. Various exotic rugs, carpets, and cloths sit, mostly concealed in their cases. Each man seems to be preparing sleep here for the night, which you estimate is about two hours away. Having not yet discovered your presence, you can ascertain that they are speaking (pleasantly) in Vudran, with one of the men turning some sort of kill on a spit over the fire, likely tonight's meal.
Does anyone speak Vudran?
I've also completed the map, which you can find a link to under my DM avatar, each time I post. For those you you not familiar with how it works, I've set it so that you may edit, which mean syou can move your own characters around. Simply lick on them once, to make sure you have selected the correct portion, and then click and hold as you drag it to the location you want. Note that it will save after ever alteration, so you can not go back. Make sure you find the square you want before you try to move, or you will lose your original place. Secondly, once you open the map, you will notice a second set of menu options. Click on View (the lower one) and hit either 100% or 200% for a much clearer view.

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On the road Arovandeon informs his companions about his knowledge on Zamir, being extra careful not to be overheard by others.
"The rumor is Zamir might be a shapeshifter favoring the form of hunting cats. The locals think that he might be either a werecat or possibly Rakshasa."
To Grundle, Arovandeon enters into conversation with an academic lecture. "I heard you mention the word Thakur. The Thakur is sort of a combination of local governor and Elder, one who is in charge of local affairs, but has little actual power beyond what they earn and are trusted with. They do not have any permanent or even chartered authority, as much as they do social and earned respect. The Thakur of this area is named Kharswan."
knowledge planes for Rakshasa?: 1d20 + 11 ⇒ (17) + 11 = 28
I never thought having so many knowledge skills would be confusing. Thanks for working it out Beckett. Please apply whatever is appropriate.
Also, Arovandeon speaks Vudrani.

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Mother speaks that language... guess I should have listened better.

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"Thanks." Grundle mumbles towards elf, "Yer not exactly like most true elves I've met."
Take 10 Survival Find Food. Looking for some creature I can take over to the campfire to roast. Total of 16.

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Grundle is able to find some small game. Do you want to fall back a bit to do so undetected or right there within sight?

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I'm going to be in the field a lot of tomorrow, so I probably will not be able to post much until Sat.

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Stealth...for Grundle?! Not a chance :) In plain sight.
As Grundle finds small game, he carries them in his hands and walks towards the four men. "I got some more food ter add to ther fire if yeh'll let me."

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Seaweed follows the chained fighter. "May the Winds carry blessings your way fellow travelers."

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A bit startled, the men look up at Evigail, Grundle, and Hagrym. They all take a moment to evaluate you, look at each other, shrug, and in a fairly thick accent motion for you to sit. "Please travelers, join us at our fire. We have some food, and you are welcome to take part."
The men seem unarmed, and do appear to be typical traveling merchants from what you had seen around back at the lodge. Nothing remarkable about them. They have a few bedrolls set, folded up so that they can quickly be unfurled when used, and a few crates and boxes around, displaying their wares, mostly rugs, fabrics, and the like. Besides a few daggers at their hips, a staff laying on a tree a few feet away, and a few things that could be used as improvised weapons, they do not seem to be particularly well armed.
Only those that approach
Is anyone that stayed back (besides Danyn) attempting stealth, or anything like that while back there?

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perception: 1d20 + 5 ⇒ (6) + 5 = 11
sensemotive: 1d20 + 5 ⇒ (19) + 5 = 24
"Thank your for your hospitality, travelers. As befitting those on the road, we have brought something to share with you for the honor or sharing your fire." Seaweed motions to the game in Grundle's arms. The cleric nods to each then addresses the apparent leader.
"Have you been out here long?"

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Arovandeon meant to stay back about 20 or 30 feet from the others. Close enoiugh to hear the conversation (if possible). He's not hiding, just being cautious. If a fight breaks out he's no good in melee.

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Perception 1d20 + 7 ⇒ (1) + 7 = 8
Sense Motive 1d20 + 8 ⇒ (2) + 8 = 10
The dwarf nods to the traveller's and takes a spot by the fire. He chooses to let Seaweed do the talking.

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Finding it a bit difficult to speak in the common tongue, "Not long. We are just traveling to the next town, and stumbled upon this place to make camp. It is still some ways before we might met the comforts of an honest bed, How about yourselves? Where is your destination? You do not look like merchants, huh. Perhaps mercenaries?" All in all they seem polite, but still unsure of your motives.

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I realize you normally can't stealth again while being watched, but there's an exception for when there's a diversion, and it seems the other party members are being a diversion with their conversation. So could I stealth again? Try to get a higher roll?

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"Not mercenaries,no. Delivery detail for our lords. One can never be too safe." Seaweed's trident is laid against the tree next to the Vudrani's staff and, if invited, has a seat. "Still, it is nice to share a fire when in the wild. We are on our way to Niswan."

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Sure, if you like, but if you are not really doing anything, lets wait until you need it. For instance if you fight, then roll it before that to see sort of retroactively). Or if you want to move now or something.

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Ok, just to clarify, Niswan is where the Pathfindge Lodge is located. I'm trying to work on a general map, but it's not coming along to well. You are heading north on the island.

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Perception: 1d20 + 2 ⇒ (8) + 2 = 10
Grundle grunts appreciatively and sits on something closest to the fire. He starts skinning his game and spitting them on thin branches. He spits into the fire once or twice. He chuckles at the word mercenaries. At a break in the conversation he says, "Anythin' dangerous 'round these parts? Some of us," he nods towards his companions, "ain't so hardy in the wild."
He roasts the game over the fire and licks his lips at satisfying sizzles.
Take 10 on Survival if you want for skinning, etc.

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Ive opened up the map, which can be found HERE.

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"Watch it, Grundle! Not all of us are city dwelling sissies, lost in the wilderness...," the dwarf smiles at the part elf.

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"Yer might be right there Hagrym. 'Spose we might need a wrestlin' match ter figger out whose hardier than who!" Grundle scratches his crotch and looks at the four foreign (to him) men, "Don't 'spose ya'll'd referee a match would yeh?"

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Arovandeon keeps to the edge of the light, wary of the travelers. He doesn't talk, nor does he reveal that he knows their language, but he does observe and try to place the travelers within his knowledge of local lore.
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Knowledge Local: 1d20 + 11 ⇒ (17) + 11 = 28

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This should be interesting. I am out in the field again, sort of last mintue, so I will not be able to post much. Feel free to hold your contest, (they agree, not entirely sure what to think), and for the most part just use the honor system for now. :). I should be able to post more in approx 10 hours.

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Grundle starts unwrapping the spiked chain on his torso and it makes several seconds worth of loud clinking as it hits the ground. "A'right. No weapons, other'n fists 'n elbows 'n knees. Whenever yer ready!"
Grundle loosens his neck and arms up.
I figure we'll do an init roll to see who makes the first move.
Init: 1d20 + 3 ⇒ (2) + 3 = 5

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"Let's have a go, then, my friend!" The dwarf also drops his weaponry, cracks his knuckles and squares off.
Init. 1d20 + 1 ⇒ (12) + 1 = 13
I have no clue how the grapple system works, to be honest. But that never stopped me before! Just interpret it as the rules dictate.
The follower of Gorum, always quick to battle, rushed toward the Half Elf. "Gotcha now," he groans as he tries to scoop the elf's left leg.
CMB 1d20 + 3 ⇒ (1) + 3 = 4

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Seaweed looks at the two, then at their hosts, then back at the two.
"Well... I guess this sort of things happens a lot on land ventures. I wonder that mother's crew would have done with visitors like us?" Seaweed smiles.

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No prob, I love the grapple system! Well...not the system but grappling :) Basically you rolled a 4 CMB vs. my CMD of 17 so it's a fail. I'll roll a CMB vs. your CMD to see if I can initiate a grapple...
Grapple: 1d20 + 4 ⇒ (15) + 4 = 19
Which is 19 vs. your CMD of 14 which means I successfully initiate a grapple. On your turn you have the option to try and break the grapple, which is another CMB roll but -2 because you have the grappled condition, or you can still do anything (attack (non-lethal I hope!), cast a spell (requires a concentration check), whatever).
Here's the grappled condition.
Here's how I would interpret the rolls descriptively
Hagrym throws his arms on Grundle's shoulders, trying to get one hand behind his head, but Grundle gives off a "HAH!" and seeing an opportunity, he grabs the left wrist of Hagrym.

Venture Teller Play b'Post |

The vudrani designated as referee holds up a hand and says something. It gets translated as "The -2 is to all attacks and CM except grapple checks and escaping the grapple, so it does not apply with just two of you."
I was tempted to make a false beckett avatar... :)