| GM Pendrak |
The sun bears down oppressively through the jungle’s humidity, causing the air to shimmer and lending an even greater feeling of otherworldliness to the Mwangi city of Nantambu, the Song-Wind City. You can hear the tinkling song of the many-colored glass wind-chimes which hang from many buildings in this city of 15,000 souls.
You sit in a sweltering room in the basement of Sharrowsmith's Exports, the business that serves as a front for the Pathfinder Society here. Crates of fruit, sacks of grain, bundles of sugarcane, and stacks of hardwood are piled throughout the room.
It had been a long journey to get here, and now the six Pathfinders await the arrival of their contact.
Kahwen
|
Kahwen perches as much as sits on one of the sacks that make up the supplies in the room. He is patently fascinated by his wayfinder, the device open and both lighting up and playing a soft melody like an arcane music box.
"I just found out it can do this!" he declares to anyone who will listen.
His chainmail that peeks out from around his clothing has been freshly polished though it still has the somewhat dull lustre of mithral and is of almost impossibly fine links, looking more like cloth than metal.
Even he, raised in the Shackles finds the heat oppressive and his beak gapes open, the only way a creature who can't sweat has to fight the heat. Though being underground protects them from some of the worst of the sun's rays, the close quarters mean that the room is stifling.
He only glances up occasionally to see who arrives and when.
Thaia Rossenvelt
|
"This place again." announces the woman in a clipped and precise Egorian accent.
Think evil Mary Poppins, but with a musket rather than a parasol.
Thaiadora Rossenvelt of the Egorian Rossenvelts, is tall, slender and more imperious looking than beautiful. She's dressed in an immaculate set of tailored explorer's cloths including a pathfinder-style, wide-brimmed reed hat (wich she of course never wears inside).
As others arrive (or are already there) she appraises them one after another as if they were job-seekers looking to her for employment.
"I am Thaiadora Rossenvelt of the Egorian Rossenvelts, and what are your qualifications?"
Kahwen
|
"I'm Mary Poppins, y'all!"
The first person after him to arrive is obviously someone of great import. Kahwen hops up from his perch as soon as she speaks, clapping his wayfinder closed with a loud click.
He bows at the waist, one hand tucked against his chest, the other held out to the side, both it and his torso parallel to the ground.
"I am Kahwen. I am an excellent climber, swimmer and...jumper," he scowls at that, not sure how else to explain his acrobatic abilities.
"I am also good at opening locks. Oh, and cutting people who need cutting," at the last he pats the finely made curved blade strapped to his back that is not too shy from being as long as he is tall.
"Is that a gun? May I see it. I haven't seen one before, just heard about them. Is it true you can shoot through 3 people with one bullet with it?"
Thaia Rossenvelt
|
The first person after him to arrive is obviously someone of great import.
Charisma 8, Intimidate +9 important. ;)
"Is that a gun? May I see it. I haven't seen one before, just heard about them. Is it true you can shoot through 3 people with one bullet with it?"
"It is a musket, not a gun.... And you shall see it in good time I suspect. Generally, I use it for large game, but-" she adds with a sideways glance, "-it could be used for fowl as well."
This musket has all sorts of strange arcane embellishments, including a second trigger, and a confusing array of scopes.
Kahwen
|
"Oh. A Musket. Right. Is that different from a gun?" Kahwen asks.
The embellishments and doodads only interest him more but Kahwen is no fool and can read subtext. He snatches his half extended hand back, grasping his wayfinder, again.
"I'm excited to see it in action. So long as it is not pointed at me," he says.
Woodthorne
|
"So are you out of favor or are you slumming it?" Woodthorne comes in and walks past Thaia to Kahwen. He puts his hand out in greeting. "Woodthorne. Good to meet you." He then turns to Thaia and puts his hand out to greet her. "Woodthorne. Formerly of Egorian. I've heard of your family. I left my family name long ago." The two standing there look polar opposites. She is refined, he is rustic. She is tall and slender, he is average height and broad. She has an ornate gun, excuse me, musket, he has a simple staff. She looks out of place in the jungle while he absolutely fits in. "I'm sure it will be quite the experience working alongside someone from the City of Thorns again."
Haska O'Wydroe
|
A young male elf enters the room looking at a wand of some sort. He smiles and nods at each of the rooms occupants. "Good day to you all." "I am Haska, a traveler and experimenter of sorts." "I just got a new wand." "I hope it helps us." "Have we been told what they need us to do?"
Noticable on Haska are several vials hanging from his pack that slightly clink and slosh. He has a chain shirt and from a belt hang a dagger and a rapier.
Velinov
|
What an eclectic crowd. The Pathfinder Captains definitely assemble their teams from a diverse crowd... or is it trying to work with the tools they've provided?
Velinov
|
A tall but thin man with golden blond hair pulled back in a ponytail finds a spot on the crates, hopping up to sit with a good vantage point of the room while resting his back against one of the stacked wooden boxes. He takes a few moments, scanning the area back and forth and squinting his eye as he holds out his arm, thumb extended.
Pulling out a leather bound book and some charcoal, Velinov starts to flip through pages before starting to move his hand in a back and forth motion. silently observing the conversation.
Kahwen
|
"Delighted to meet you as well, Friend Woodthorne," Kahwen answers, eagerly shaking the hand presented to him as a diversion to the tension in the room.
The diversion doesn't last long and the tension only rises with Woodthorne's introduction of himself to Thaia.
He is relieved when someone else comes into the room. Even more so when he sees it is a familiarface.
"Friend Haska! What kind of wand did you get? Have you seen Friend Hadza or Friend Nigel or Friend Angela?" he asks about the last person a bit slyly, his feathers literally ruffling.
"No, no one has told us what we're doing here, yet. I don't think any of these people are the Venture Captain. Are you the Venture Captain, Companion?" he asks, calling over to Velinov.
Thaia Rossenvelt
|
"I'm sure it will be quite the experience working alongside someone from the City of Thorns again."
"Yes." Tch. Look at those fingernails. "Thaiadora Rossenvelt of the Egorian Rossenvelts." She puts out a hand.
A young male elf enters the room looking at a wand of some sort. He smiles and nods at each of the rooms occupants. "Good day to you all." "I am Haska, a traveler and experimenter of sorts." "I just got a new wand." "I hope it helps us." "Have we been told what they need us to do?"
Noticable on Haska are several vials hanging from his pack that slightly clink and slosh. He has a chain shirt and from a belt hang a dagger and a rapier.
**Look of sad resignation** Check. Elf = flighty gnome. He looks 20, so that means he's about 4 or 5 in elf years. All of her other parties looked pretty hopeless too.
Pulling out a leather bound book and some charcoal, Velinov starts to flip through pages before starting to move his hand in a back and forth motion. silently observing the conversation.
Thaia stares intently back waiting for the stranger in their top-secret safe house to say something. The book and the hands say spellcaster so without glancing away her hand slowly moves to her musket....
Thaia Rossenvelt
|
...
...
...
Finally.
"Yes? I must say if you are part of the warehouse staff I will be reporting you to your superior. If you have time lean you have time to clean and this place is filthy."
Woodthorne
|
It would have been nice if I wasn't right about her. Woodthorne thinks as he turns from his brief exchange with Thaia.
Woodthorne nods greeting to Haska and the silent Velivov before sitting down.
"It may be hard for you to grasp, but not everyone is here to serve you. He'll speak when he's ready."
Thaia Rossenvelt
|
"No they don't. I only hire the best. People who think with their whole heads not just their mouths. You do know why we are meeting in a rundown warehouse basement, and not in a nice street cafe over lunch, right?"
Nigel Flit
|
A short gnome comes rushing into the room, covered in sweat. When he enters, looks around the room to see everyone else already here. I am I late? I am never late! I beg your apologies. I got lost, as embarrassing as that is! I am Nigel Flit, the III. The gnome in purple robes gives a short bow to the group. He is also wearing a chain shirt.
Is the venture Captain here yet? I guess I can't be too late!
| GM Pendrak |
As if Nigel's words were a signal, Aya Allehe enters the room with a worn and harried look in her eyes. She looks around at the eclectic collection of Pathfinders, and nods, as if satified.
“Thank you for agreeing to meet here on such short notice,” she begins. “As you may already know, the venture-captain of this lodge, Nieford Sharrowsmith, has been away for several weeks heading an expedition into the interior of the expanse. A week ago, I received a letter addressed to Sharrowsmith from our agent working in the Aspis Consortium-controlled city of Bloodcove, Malika Fenn. The letter appeared to be a routine report, though I recognized that it hid an encoded message that describes an impending Consortium expedition up the Vanji River, planned to depart within the week.”
She paces, looking everyone over, as she continues:
“Malika additionally informed us that this expedition’s aims are of great concern to the Pathfinder Society. She has collected substantial intelligence to this effect but is unable to get the information out of the city for fear that the Consortium will detect and intercept it. To make matters worse, Venture Captain Sharrowsmith has failed to check in with any other Pathfinder contacts in the region or send back any messages during his own expedition. The timing of these two events is too convenient for my liking, so even though I am only overseeing this lodge in Sharrowsmith’s absence, I ask that you travel into the lion’s den to retrieve the information that Malika has gathered on this expedition so that we can find out if it is connected to Sharrowsmith’s disappearance. Malika has indicated that she left a message for us in the Witchlight Inn that will help us find her information, so head there first.”
She glances around, "Any questions?"
Nigel Flit
|
Still sweating, Nigel wipes his brow. Just one, is it just as hot in Bloodcove?
No further questions from Nigel.
Thaia Rossenvelt
|
Thaia casts a baleful glance at Nigel after he asks his question.
"A map or description of Bloodcove and the area around it and the inn might be helpful. Likewise a description of this Malika. Also, has transportation or any sort of cover story been arranged yet?"
Thaia tries to recollect what she knows of the area after her previous experiences (which sound like they haven't happened yet in this timeline--Scions of the Sky Key I, II & III).
knowledge (Bloodcove, if any of the following help): 1d20 ⇒ 11 + (Kn(Arc, Eng, Loc, Nat, Nob) +7)
Haska O'Wydroe
|
To Kahwen's questions, Haska smiles and states, "No, I have not seen any of our mutual friends, though Nigel is near by and probably headed here. It is great to see you again, Kahwen." He stows the wand and sits down.
Haska then listens to the others banter and stands when Aya Allehe enters giving her is full attention. He listens to the outline of the task.
He then asks, "What should we know about Bloodcove? I realize Pathfinders are not welcome there as a rule. Should we disguise ourselves and what cover would you recommend?"
Velinov
|
Thaia stares intently back waiting for the stranger in their top-secret safe house to say something. The book and the hands say spellcaster so without glancing away her hand slowly moves to her musket....
Velinov seems unpurturbed by the insecurity of the gunslinger. Still focusing on his drawing, he raises an eyebrow, "Easy there. Those things are known to be volatile. We wouldn't want that nervous energy to set something off prematurely."
Thaia Rossenvelt
|
"So maybe you want to tell us who you are and why I shouldn't shoot you?"
Kahwen
|
"Huzzah! Friend Nigel!" Kahwen shouts as another familiar face shows itself. "Friend Haska is here, too. He got a new wand."
He listens intently to Allahe's briefing, his head cocked thoughtfully to one side. He clucks his tongue at the end before asking his question.
"Are we to act on the intelligence if it is important and pressing or are we to return with it instead no matter what it is?"
He tucks his wayfinder away under the collar of his shirt. "Why are there so many places where we are not welcome?" he asks, thought hat is more of a rhetorical, philosophical question than one he expects to be answered.
"Now, Friend Thaiadora, Pathfinders are not allowed to shoot each other. It is strictly against the rules. ;-)"
"But she is not wrong, Companion. You should introduce yourself. How are we to warn you of danger if we don't know your name?"
Woodthorne
|
"Well met Nigel, Haska. Do not worry about her. The weather here does not seem to agree with her. I'm sure in time she'll grow on us."
"I have no questions, Aya. We'll find out what there is to know and report back."
| GM Pendrak |
Aya smiles at Nigel's comment, "It's even hotter in Bloodcove."
She turns to Thaia, sizing up the Chelaxian woman, "Yes, I can give you a map. I've already arranged for transportation upriver, so you needn't worry about that. As far as cover, I think posing as bounty hunters or mercenaries would be easiest, as there is no shortage of either in Bloodcove. I also have some false bounties and such that could aid you in that disguise. But feel free to use another cover if you can think of something better," the Garundi woman scoffs, as she seems easily annoyed by Chelaxians, especially inattentive ones, "You don't need Malika's description, because you're not looking for her. Pay attention. In her message, Malika mentioned that she suspected that her cover had been compromised, and she has gone to ground in order to stay safe. Any direct contact with her could further endanger both her life and her role in the city.”
She turns to the group at large, “If you do need help, one possible contact is a woman called Novaria, an agent of House Cartahegn, one of the smaller rival trade houses of the city, who has worked with the Society in the past. If you mention my name, the Cartahegn spokeswoman
should at least hear you out."
"Though these are grim circumstances, they also present us with an opportunity. Once you have infiltrated the city, try to sabotage the Consortium’s preparations for the expedition. You won’t be able to stop it completely, but you can at least buy us some time to determine its nature and formulate a response. I also want you to make some inroads for the Society in the city. Gaining the ability to move agents and supplies through Bloodcove more easily would be a massive boon for our operations in the Expanse. I have some information on some disenfranchised citizens of Bloodcove who may be up to the task. Finally, gather some intelligence of your own. Talk to the people of Bloodcove and see how complete the Aspis’s control over the populace is. Report to me any groups or people of influence who may be sympathetic to our cause and support us in future moves against the Consortium. Once you’re done, get out of the city. Leaving in a different way than you arrived tends to be best.”
Aya pulls an old map out of a pocket, and hands it to Thaia.
Knowledge (geography or local)
You may already be familiar with the city of Bloodcove.
Bloodcove lies on the western edge of the Mwangi Expanse. The local culture blends the traditions of Cheliax, the Shackles, and the native Mwangi people.
Bloodcove sits on the headwaters of the Vanji River, and much of the city rests atop the roots of massive mangrove trees. Wealth from the jungle interior flows through Bloodcove, making the dingy city surprisingly wealthy. Prominent features in the city include the Witchlight Inn and Free Trade Square.
Retired Shackles pirates founded Bloodcove to enjoy their ill-gotten fortunes. As a free trade port, the only laws genuinely enforced are those that keep trade flowing.
Diplomacy (gather information) or Knowledge (local)
You might know about Bloodcove’s political and social dynamics.
Though ostensibly ruled by the elected Grand Admiral, fiercely competitive trading houses wield the genuine power behind Bloodcove politics. The Aspis Consortium currently dominates the political and economic scene.
The trading houses brutally crush any criminal organizations that interfere with their business. As a result, most of Bloodcove’s criminal activity revolves around exports (such as the drug trade) or else focuses on the poorer citizens. The local guard only investigates crimes if well paid for the service, leaving most of the city subject to vigilante law.
The Aspis Consortium watches the local Pathfinder chapter house constantly. Foreign Pathfinders who visit it frequently disappear.
Thaia Rossenvelt
|
Aya smiles at Nigel's comment, "It's even hotter in Bloodcove."
She turns to Thaia, sizing up the Chelaxian woman, "Yes, I can give you a map. I've already arranged for transportation upriver, so you needn't worry about that. As far as cover, I think posing as bounty hunters or mercenaries would be easiest, as there is no shortage of either in Bloodcove. I also have some false bounties and such that could aid you in that disguise. But feel free to use another cover if you can think of something better," the Garundi woman scoffs, as she seems easily annoyed by Chelaxians, especially inattentive ones, "You don't need Malika's description, because you're not looking for her. Pay attention. In her message, Malika mentioned that she suspected that her cover had been compromised, and she has gone to ground in order to stay safe. Any direct contact with her could further endanger both her life and her role in the city.”
"Right, so we can just ignore the pleas for help of anyone who claims to be Malika. Understood. I'm sure it is a security issue." Thaia sniffs dismissively and moves on.
"... I also want you to make some inroads for the Society in the city. Gaining the ability to move agents and supplies through Bloodcove more easily would be a massive boon for our operations in the Expanse...."
"Why not attempt to infiltrate Bloodcove as traders, I at least have some experience in the world of mercantilism. We could even go as traders selling wares by day, and using our nights to spy about and engage in merchant guild sabotage."
"And finally, who is this lout?" she gestures toward the evasive stranger. "I assume you want him to accompany us in some capacity--possibly as ballast--who is he?"
Woodthorne
|
"She offered a suggestion and help with the suggestion she gave. That's why. Also, being a bounty hunter gives you a reason to be carrying that sparkled blunderbuss around in plain view."
Haska O'Wydroe
|
"What sort of time frame are we talking about to get the message and hamper the caravan? Is this a two week thing or 'get in and be gone in a day' type thing?"
Haska starting trying to determine locations on the old map looking over Thaia's shoulder.
Haska is no help with knowledge local or geography, sorry.
Velinov
|
"But she is not wrong, Companion. You should introduce yourself. How are we to warn you of danger if we don't know your name?"
"One second Kahwen. Let me just finish capturing that perturbed expression really quick..."
craft painting: 1d20 + 11 ⇒ (12) + 11 = 23
"There, tell me what you think. I'm Velinov, the assigned illustrator for the excursion."
Velinov turns his sketchbook at an angle that only Kahwen can see it.
Velinov will use a simple prestidigitation to weave a glamer to mask the art with a more respectable sketch for the others.
Kahwen
|
"I don't have any skill in merchanting but I could pretend to be a guard." Kahwen offers as they discuss covers.
He lets out a surprised squawk of laughter as he sees the picture.
"That's very good Friend Valinov. You are quite talented," he says, even as he casts a nervous, guilty glance at Thaia.
Knowledge (Local): 1d20 + 4 ⇒ (8) + 4 = 12
Knowledge (local): 1d20 + 4 ⇒ (15) + 4 = 19
"I've heard Bloodcove has a Grand Admiral but it's trade houses that really run things and it's the Aspis Consortium who have the real power, now."
Haska O'Wydroe
|
"Are we traveling by boat or land?"
"I like the bounty hunter approach. I get to use my new formula. I will make myself look like a burly half-orc, named 'Brool'." "I guess we will be looking for escaped elf slaves."
Nigel Flit
|
I do not need to pretend to be a merchant, I am one! If you ever find yourself in Magnamar and in need of new fashion for the upper class look, please stop by! I will give you a Society discount! But if need be, I can pose as a bounty hunter. My summoned friend may look the part more than I do.
diplomacy: 1d20 + 4 ⇒ (15) + 4 = 19
To Kahwen, To be honest, that is all I know about this place as well. Darn 1 away from new information.
| GM Pendrak |
"I've secured you passage on a convoy of small, fast riverboats bound for Bloodcove," says Aya Allahe.
In full disclosure, before you make your decision, I thought I'd go over the potential guises you guys can assume in Bloodcove to remain undercover, and the related skills. These things are usually fairly abstract, and I don't want people to metagame into roles their characters wouldn't take up normally. But at the same time, we are playing a game too, and I want everyone to know the rules.
Whether the PCs take Aya’s advice to pose as bounty hunters or choose a different tact, they must periodically attempt skill checks to maintain their cover as they move about the city. Failing to do so attracts unwanted attention represented by Awareness Points, and those working for the Aspis Consortium can quickly piece together who the PCs are, what they’re doing, and how to stop them.
When you first arrive in Bloodcove and again when you begin pursuing any of your three objectives, each PC must attempt an appropriate skill check based on her chosen cover (see below).
Each time a PC fails such a check, the entire group earns 1 Awareness Point. Each time the PCs attempt these skill checks, one PC may voluntarily increase her check’s DC by 10 in order to create false trails and confound spies; if she succeeds at the check, she instead decreases the PCs’ Awareness Point total by 1 (minimum 0).
Other actions during the adventure may earn the PCs additional Awareness Points. The players are encouraged to come up with their own cover stories as befits their characters, and the GM should use the following examples as a guideline to determine if a cover story is reasonable and which skills it ought to use.
It is possible for the PCs to adopt different disguises, but each additional type of disguise beyond the first increases the DC of these skill checks by 1 to reflect the difficulty of avoiding notice while traveling as an eclectic group.
Lying Low: Keeping a low profile and sticking to crowds and back alleyways requires no special skills or preparations, however PCs attempting to avoid notice need to attempt Knowledge (local) or Stealth checks as they go about their business to avoid the suspicious eyes of the Aspis Consortium.
Bounty Hunters/Mercenaries: As Aya suggested, the PCs are easily able to pose as swords for hire around town. Bloodcove is teeming with sell swords, making another motley group of armed adventurers less conspicuous than in most situations. PCs who attempt this disguise need to attempt Disguise or Intimidate checks to prevent others from noticing their defining attributes.
Merchants: Bloodcove is a city that is run by powerful trading houses, and as such merchants are given free rein to conduct their business about the city. PCs who have the necessary skills and air can attempt to pose as merchants to gain greater freedom around the city, but must put more thought and care into their appearances. Weapons and armor on a merchant would draw suspicion and must be hidden or discarded, along with any obviously magical gear. These PCs use Appraise and Diplomacy to maintain their cover.
Traitors: Pathfinders might choose not to disguise themselves at all, but rather pose as former members of the society that are interested in switching sides to join the Aspis Consortium. Though this option may be easy to maintain, it all but guarantees that the PCs are put under close watch for the duration of their stay in Bloodcove. PCs using this disguise use Bluff or Diplomacy to maintain their cover.
| GM Pendrak |
After making their final preparations, the Pathfinders set out from Nantambu. The voyage by riverboat to Bloodcove is relatively uneventful, and they arrive in the Aspis-controlled city. They make their way to the tavern called the Witchlight, and head inside.
The dim atmosphere inside the Witchlight contrasts sharply with the bright Mwangi sun. The sour stench of unwashed bodies and stale beer fills the air as a throng of warehouse workers, ship crews, and less reputable folk take their morning meals. The innkeeper stands behind the bar chatting amiably with patrons, while servers hurry between tables.
This place is obviously a favorite of travelers visiting Bloodcove. However, you notice that the servers hover near certain tables and often take circuitous routes to their customers in order to overhear conversations. While the arrival of your group seems to cause no comment, it would seem that the innkeeper uses the inn’s popularity to spy on newcomers to the city with the help of his serving staff.
The bounty board hangs prominently near the entrance to the common room and is covered in over a dozen listings detailing various fugitives, missing persons, or unfortunate souls who’ve simply made wealthy enemies. As you begin reviewing the different notices, one sticks out like a sore thumb to a Pathfinder: a bounty requesting the recovery of a stolen amulet supposedly posted by Kreighton Shaine. Though few in the Mwangi Expanse would recognize the name, it belongs to the Pathfinder Society’s Master of Scrolls.
Before they can begin analyzing Malika Fenn’s hidden message, the inn’s door slams open with a bang, and the room goes quiet. The new arrival is a tall, slender Bonuwat man with long but neatly kept dreadlocks wearing long robes and a brightly colored necklace of beads. Two Bekyar men accompany him and leer menacingly at bystanders.
The man draws a rolled piece of parchment from his robe, opens it, and announces in a clear voice, “We have ten jobs available for today, working the warehouse at dock twenty-two. Any strong, able-bodied person is welcome to see me for assignment.” He then moves to a table near the door and sits down, and a line begins to form in front of him.
Nigel Flit
|
perception (dc 22): 1d20 + 4 ⇒ (10) + 4 = 14
After seeing the atmosphere of this area, I would I believe that having a humanoid serpent woman cause unwelcome attention? I figured it would, that is why I haven't brought her out yet, but figured I would check.
Nigel, being a small gnome and not looking particularly bulky, does not see this as a job he should be concerned about taking up but he is concerned that it would look odd for the stronger members of the group to not jump at employment.
| GM Pendrak |
After seeing the atmosphere of this area, I would I believe that having a humanoid serpent woman cause unwelcome attention? I figured it would, that is why I haven't brought her out yet, but figured I would check.
Your eidolon would likely attract some attention, yes. If it's humanoid looking though, it could get by, but it would need to make the same checks as you guys to avoid Awareness. Also go ahead and make your Diplomacy, Appraise, or Profession (merchant) check.
Edit: Also, remember you can choose to add 10 to the DC of the check to remove Awareness, or offset failures by your allies.
Kahwen
|
Though tengus are not common, this is just the sort of bar in just the sort of city where they would likely go without being commented on. Between that and his well developed skill at blending in, he does what he can to go without being noticed.
Stealth to Avoid Awareness: 1d20 + 13 - 1 ⇒ (2) + 13 - 1 = 14
Not being seen does not mean not seeing and he scans the bar, and it's inhabitants closely.
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
He is excited when he thinks Kreighton Shaine may have been in the bar, considering the man his personal patron, since he was the one who gave him the Wayfinder he currently wears hidden beneath his clothes.
It doesn't take long for him to realize that's impossible. Though he takes note of the odd number for the bounty. Why would anyone pick "342?"
He's not hear to earn extra gold so he pays no mind to the job offer, but simply watches and waits.
Woodthorne
|
Can I use Guidance on these rolls? If so, add 1 to each of them.
Sense Motive: 1d20 + 4 ⇒ (18) + 4 = 22
Woodthorne finishes reading the notice before going to find a place to have a seat and have a drink. "Be careful what you say when the servers are within earshot." He points out how the servers are unduly interested in what the patrons have to say.
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16
Velinov
|
Velinov ponders the posting to see if he's come across the amulet before.
knowledge history: 1d20 + 11 ⇒ (18) + 11 = 29
knowledge arcana: 1d20 + 11 ⇒ (6) + 11 = 17
Terra Fas DeQuere...
Haska O'Wydroe
|
I was on my phone and accidentally posted my game stuff in discussion. Would you like to use it or I could just post again?
Haska stays close to the group. He makes small comments about items of quality and rareness. He try not to draw attention. He scans around too.
perception: 1d20 + 7 ⇒ (2) + 7 = 9
17 as rolled in discussion for appraise.
Thaia Rossenvelt
|
perception: 1d20 + 7 ⇒ (8) + 7 = 15
profession (merchant, avoid unecessary bloodshed): 1d20 + 8 ⇒ (16) + 8 = 24 The result is 1 less if she uses appraise.
Thaia takes no notice of the men. She's there on business.
| GM Pendrak |
No one sees anything else out of the ordinary as they glance around.
There do seem to be people taking a good look at the Pathfinders, some more than others.
Velinov has never heard of an heirloom pendant called Terra Fas DeQuere.
If you guys want, you can make Intelligence checks to let your characters try to solve the message instead of trying to figure it out on your own. You can also choose to take a 20, but that would involve standing here at the bounty board for a long time.
Kahwen
|
Kahwen takes one more look at the bounty board, pretending to look at all the postings but getting another careful glance at the one supposedly placed by Kreighton Shaine.
"I am certain '342' is important, Companions. And if 'Terra Fas DeQuere' is not a real thing, it must be important, too. Do the initials TFDQ mean anything to anyone? Or perhaps QDF, if the numbers are telling us the correct order? Or even Dequerefas?" Kahwen asks when he is sure any prying ears are too far away to hear him.
Part of the fun is figuring out the riddles, but that's the best I can do. Do I need to roll to make sure no one overhears me or is stating that I avoid being overheard by the staff enough? I almost want to report for the warehouse work just on the Checkhov's Gun Theory.
Nigel Flit
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Opps, I didn't realize that we were trying to solve it haha my bad! I think we are on the right track with an anagram. Square stands out to me in Terra Fas DeQuere because it could be the location (like town square or something like that) but I can not seem to find good words to go with it... If the Ferra Fas DeQuere is the location in the city, than the number might be a house number? If we only we did better on our knowledge local at the start, there might of been a hint about local locations in that. And I agree with Kahwen, as a player, I want to go to the docks because I feel like I would be missing part of the story by not, but I also know that Nigel would not volunteer for that kind of labor haha