Huckleberry Buck
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Huckleberry Buck is listening in on whats happening through one of the open windows, waiting for the right time to enter the bar.
Perception to listen to whats going on in the bar: 1d20 + 6 ⇒ (2) + 6 = 8
However he doesn't seem to hear much through the thick glass so he'll look around the outside of the establishment for anything out of the ordinary.
Perception to check the outside: 1d20 + 6 ⇒ (14) + 6 = 20
| GM Crucible |
The outside of the building looks much like any other here near the docks: run down and uncared for, with green moss growing in the wood, damp from the breeze off the water. The voices begin to raise a bit, and Huckleberry is sure he could listen in if he focused a bit.
Take 10 is sufficient here for Huckleberry to listen in.
At the mention of guards, Paltus chokes a bit then recovers. "No be needful for tha' yet, but if missus continues, mayhap the guards to need to be called."
Rex Havoc
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Sense Motive: 1d20 + 2 ⇒ (5) + 2 = 7
"Yeah, miss!" Rex says to Segray, "you better back off or I'll go fetch the city guard for this fine upstanding businessman. You don't want that kind of trouble now, do you miss?"
Bluff: 1d20 + 9 ⇒ (16) + 9 = 25
Still playing along with Segray's con game. @ Segray: Now that I've positioned Rex as opposing you, feel free to rough me up if you want to use that as a means of intimidating Paltus. I just ask that you use nonlethal damage and don't hit too hard. ;)
@ GM: If she does do that, Rex will forego his Dex bonus to AC, making his AC 10.
Aiden Richter
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Aiden curses loudly when Rex announces he's going to get the guard. The Bounty Hunter turns to the patrons behind him. "Hell if I'm going to be here when the guard shows up, you? Sounds like we ought to clear out of here!"
He laughs when Paltus responds. "Oh Paltus, you ain't fooling anybody. If the guard comes in here, you'll be wetting your pants."
Bluff: 1d20 + 4 ⇒ (20) + 4 = 24
Sense Motive: 1d20 + 4 ⇒ (20) + 4 = 24
Huckleberry Buck
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Huckleberry will take this time to burst in through those side doors, "Ai overheard ya're lookin' ferra guard, duddint seem ta be anything wrong from the looks of it"
Bluff: 1d20 + 1 ⇒ (19) + 1 = 20
Looking around at each of the patrons in the establishment before ending on the barkeep with a stern look, "Ai's just comin' in for a mess of fish and beer but Ai'll leave wiffa criminal if someone be causin' trouble."
I hope I'm not ruining the moment!
Segray Starnon
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Segray stiffens as she is accused by Rex. She bares her teeth as would an animal when she suddenly reminds the part she's meant to play.
"Oh yeah? Sure, let's call the guards. I'm sure EVERYONE IN HERE IS HAVING PERFECTLY HONEST AFFAIRS! And NO ONE HAS SOMETHING TO HIDE!" she yells, out of herself and waving madly at the room, making perfectly clear that she's sarcastic.
Looking Buck, she comes towards him and continues to yell madly and to make a mess in the inn.
| GM Crucible |
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There is a good bit of yelling, and shuffling. Most of the regulars seem to have found their way to the doors. The few that remain are kicking back and enjoying the show.
A couple of customers walk in at various points in the "conversation", hear the talk of "guards", and sidle out without sitting down.
Paltus tries to regain control, wondering when everything went off the rails. "Now, let's be settlin', shall we? 'Ow can we be goin' 'bout fixin' this mess o' trouble?" He tries to placate Segray, and give her whatever it is she wants.
Segray Starnon
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What about the two persons we had to disrupt the meeting? Are they gone?
Rex Havoc
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"Hey Paltus, I don't think this young lady has any case against you, but just to be on the safe side, maybe you should close up shop here the rest of the day so you can talk to her quietly without any prying ears, if you know what I mean." Rex thumbs over his shoulder toward the few remaining patron-turned-spectators. "If you close up for the day and send everyone out, I'm sure we can probably resolve this. And you'll get to keep your reputation as an honest, upstanding entrepreneur."
Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15
Aiden Richter
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Aiden holds the door open for those patrons leaving, and then closes it. He turns back to assess how the others are doing with their persuasion.
"Paltus, I think you should consider that. Lie low today. I'm sure all this business about pearls will blow over."
Sense Motive: 1d20 + 4 ⇒ (8) + 4 = 12
Diplomacy, Aid: 1d20 ⇒ 11
Thrandomir
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Thrandomir silently moves up closer to Paltus as he cracks his neck.
aid on diplomacy: 1d20 + 0 ⇒ (4) + 0 = 4
"I think it's better for everyone involved if you do this our way"
..but his delivery of the message he's trying to convee isn't what anyone would call...diplomatic
| GM Crucible |
@Segray: You don't know. These shenanigans started shortly before the meeting was scheduled, but you've not worked to identify the participants. You're just causing a scene. So, maybe they've come and left. Maybe they've never arrived. May the smell of half-orc scared them off. Who knows?! ;^)
Paltus looks to Rex. He sees sense in the words, but waffles and wavers for a bit before making a decision. "Well, closing migh' be a bit harsh, but maybe we's can go in the back and discuss. Still, it migh' be easier without no prying ears."
"Gregon!" Paltus calls, "Hurry everyone else outta 'ere, wouldya, boy?"
The assistant tavern boy looks around in confusion before attempting to herd reluctant customers to the door.
Just as he's about to shoo out the last table, three guardsmen appear in the doorway. "What seems to be the trouble, sir?" they inquire pointedly, in that pretend-friendly way policemen have when they know something is off-kilter.
Huckleberry Buck
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Huckleberry'll scoff at these new guardsman that've arrived,
"Ain't no trouble, justa man tryin' to enjoy a meal, seems ta be that lady o'er there is havin' some spouse issue, ya know, women"
diplomacy?: 1d20 + 1 ⇒ (2) + 1 = 3
Huckleberry must be saying that while also brandishing his rifle around. Maybe he should be quiet now.
Aiden Richter
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Aiden is surprised by the arrival of the guardsmen so soon. He turns to Paltus. "Well, Paltus? What do you say? Do we need these young men to help us out? Or can we come to an agreement?"
Intimidate : 1d20 + 6 ⇒ (7) + 6 = 13
-Posted with Wayfinder
| GM Crucible |
Paltus stammers a bit and looks around. ...
This is the rest of the party's cue to say something. I'm sure the holiday turkey is making everyone sleepy, but you've all hopefully recovered by now!
Rex Havoc
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Rex turns to the guards, "No trouble. This is a private matter, and I think it is resolved. Isn't that right, Paultus?" Rex winks to the barkeep.
Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23
| Lemminy |
"Jus' smoothing out a disagreement, officers. No trouble at all." Aid Another: 1d20 + 8 ⇒ (9) + 8 = 17
Thrandomir
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Thrandomir having had some recent experiences with this sort of thing tries to look non menacing and stays quite on the background trying to express the no trouble vibe Rex claims we are not having
Assist on Diplomacy: 1d20 + 0 ⇒ (9) + 0 = 9
Segray Starnon
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Segray waves the guards off. "Yep, we were just going, anything's alright. I think everyone is going out calmly."
Diplomacy (aid another, auto success): 1d20 + 10 ⇒ (15) + 10 = 25
Rex Havoc
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"Yep." Rex gestures. "This is us leaving."
| GM Crucible |
Thanks to honeyed words from Rex, Lem, and Segray, the guards look at least slightly mollified. The watch closely as the party leaves, then stay to chat with Paltus.
At this point, you've certainly been disruptive. Probably disruptive enough to make the meeting place uncomfortable for the Aspis and Kortos agents, but it's hard to be sure. The guards are still inside, so that's something, anyway.
So, what now? Stay and cause trouble, or move to the next objective?
Segray Starnon
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I say, let's meet the alchemist!
Rex Havoc
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I thought that if we do all three tasks, then we fail. No?
Thrandomir
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I'm all for making sure we succeed here, but I'm not sure what else we could other then hang around and make ourselves nuisances...which might be risky So i'm not against moving to the alchemist
Huckleberry Buck
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Huckleberry'll rise and make for the exit of this tavern, "Ai'raight, well I'm leavin' this tavern, dump heap anyways,"
He'll leave and just wait outside in the crowds for the rest of the group, not to sure where else to meet.
| Lemminy |
Knowledge (local): 1d20 + 2 ⇒ (14) + 2 = 16
"Drinks are better at the Unkempt Virgin anyhow. Let's make ourselves scarce, gentlemen. Lady."
| GM Crucible |
I like the discussion. Yes, it's a bit much to do all three tasks ... I won't stop you if you want to do them, but I'll assume you decide two is enough, unless you tell me otherwise.
As I said on the discussion side, I'll wink a bit and hint that yes, you were sufficiently disruptive. (Note for next time you play this one: make sure you know whether you succeed!) I did want you to feel that lack of surety, though.
| GM Crucible |
You've left the Overflowing Oyster behind, and make your preparations for assaulting the sewers that evening when a messenger boy runs up with a note calling you back to the ship.
Captain Zendrani is stands waiting as you arrive at the ship, Sixwing Drake. “An urchin boy delivered this note just a few minutes ago. I tried to keep him here so we could talk to him, but he slipped away without a word and ran off into the city. I haven’t looked at the note—but it seems to be from Delroya.” The captain hands over the note.
Your tactics were certainly unusual, but everything turned out as expected. The
shipment is delayed, and the Aspis Consortium is occupied with getting everything back in order. Soon, though, the consortium will get its act together and come to the warehouse to proceed with the operation. There is no time to lose. The warehouse is at the southern edge of the Bristles, where Gull Street meets the water. I will meet you there, Fireday [tomorrow] at noon.
--Magali Delroya
| GM Crucible |
Assuming you visit Delroya the next day, instead of pursing the druggist in the sewers....
A large warehouse looms into view at the end of Gull Street. Its main level sits at the edge of the street above a ten-foot drop to the harbor’s waters below. A door in the western wall of the warehouse opens, and a woman clad in simple leather armor steps out. Her features display a blend of Taldan and Mwangi heritages, and her crisp accent is difficult to place. “I am Magali Delroya. You must come quickly, Pathfinders. We do not wish to be seen.” Delroya moves briskly, waving off protests or interruptions, and speaks with the rhythm of her steps. “Questions later. Much is at stake. First you must listen.” Her outward display of authority does not entirely mask her fear.
The small room through the warehouse’s western door features a round table and several chairs. “This room is for the guards. They are all too busy dealing with our disruptions, so no one is here for now. That door leads to the docks below,” she says, indicating a door in the southern wall. “Come this way. I will show you the warehouse.” She opens a door in the northern wall, revealing a cavernous storage room. Haphazard stacks of barrels and crates almost reach the ceiling twenty feet above. Two large skylights in the ceiling provide ample light during the day, and a dozen unlit lanterns are spaced around the room. To the east, a wide opening in the southern wall looks out over the loading bay ten feet below. A freight elevator platform rigged to a complex set of pulleys and ropes and a staircase both lead down to the loading bay.
“As you can see, the Aspis Consortium maintains a sizable operation out of this warehouse, which they rent from the Kortos Consortium’s Locosta family in exchange for alchemical goods. After tonight, I hope that the relationship between Aspis and Kortos will be irreparably damaged.
“We may have delayed the shipment, but my sources tell me that both the Kortos and Aspis consortia are likely to investigate the warehouse later tonight. I had hoped for more time, but I will not able to move the goods until after midnight. I need your help in holding off the agents until everything is in order. They are not likely to work together, so you should prepare for multiple groups of agents. While I have no qualms about fighting the Aspis agents, if possible we should avoid further antagonizing the Kortos Consortium. Their agents may be willing to look the other way.”
“Because the agents are on high alert, you should stay at the warehouse until they arrive. We wouldn’t want anyone spotted or attacked out in the city before we’re ready. That gives you several hours to prepare. Most of the items in the warehouse are simple trade goods designed to make this outfit look legitimate. You may want to take some time to look around, though—you never know what the Aspis Consortium might have stowed away here.”
“I can stay here briefly, if you have questions or need assistance.”
Map is up.
6d6 ⇒ (6, 1, 3, 6, 3, 4) = 23
Aiden Richter
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"Do you know what the Kortos Consortium might want from the warehouse? Perhaps we could trade it back to them, and that way they don't suffer any loss. Our dispute is with the Aspis. So long as Kortos doesn't deal with them, we have no quarrel with them. We can make that plain and offer the goods returned as a gesture of goodwill."
Huckleberry Buck
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"Aye, just wadn't want a war with the Kortos, I signed up ta fight tha Aspis taday." Huckleberry draws his musket and loads, kissin' the barrel "See how they like being introduced ta my iron beauty"
He'll stalk around the warehouse looking for a good spot to set-up shop as lookout.
Segray Starnon
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"Oh, well. Is there a way to block some of the entrances, in order to force people to come only from one door? Could we block some doors?" asks genuinely the young woman.
| GM Crucible |
Delroya nods. "Yes, please appease Kortos. How you plan to do that is up to you. I have work elsewhere, and had best not be seen by either side."
She gestures at the boxes, crates, and other warehouse sundries. "I'm sure you'll find everything you need here. Just remember that this warehouse and much of what's inside it belong to the Kortos Consortium, not the Aspis Consortium, even though Aspis has many of their goods here."
You have a few hours to prepare. Moving crates, should you choose to do so, moves a 5' cube about 10 feet and takes 10 minutes. These buggers are heavy.
As Huckleberry wanders about, he notices each of the doors (see map) is unlocked, and there is a large skylight above in the center. Piles of crates are stored several feet up. (Let's call it 5' near the edges and 10' toward the middle of stacks of crates.)
Aiden Richter
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"Good idea. Let's block off the large door there. Maybe make them approach through the office." Aiden looks around. "And let's see what in some of these boxes. If we find something valuable, we can offer it back to the Kortos."
Aiden begins searching the crates.
Perception, take 20: 20 + 4 = 24
| Lemminy |
"She's right. I don't think they'll take it too kindly if we try to bargain with property that ain't ours. No matter how charming we might be." he says, with a wink. Searching the warehouse with Aiden, Lemminy cocks his head around. "I say board up the office. That way they'll have to take the front doors or the freight lift. They'll hear that rusty old thing all the way from Absalom. Might be we can rig it to jam, as well."
Perception (aid another): 1d20 + 2 ⇒ (13) + 2 = 15
Does anybody have Disable Device, perchance?
| GM Crucible |
A quick walkabout shows the exterior doors are all unlocked. A high disable device roll "fixes" this.
Among several items of little interest (old nails, inventory sheets from the previous owner, etc.) you find a box labeled "theatre" with two disguise kits, and a human-sized cage with a lock and key.
Aiden also finds among the crates a boarded crate with air holes, labeled "M. Vic." * A brief inspection reveals it to be a hungry fighting dog, which growls at Aiden from within a locked cage. The key is in a pouch nearby.
(* What, too soon?)
Lem can find planking and nails by pulling apart crates. Perversely, there doesn't seem to be a hammer around.
The loading platform (center of the map) is stuck in the raised position, but you find a bucket of grease nearby.
It would probably take a person a more than an hour to sufficiently grease the platform ... if all of its other parts worked. Fortunately, you have several hours to prepare.
Searching the guardroom, you find six smokesticks hidden under a discarded tunic.
As you search the most dangerous crates in the southern end of the warehouse, you find a vial with six doses of something dangerous.
Anyone have Healing, Craft(poison), Survival, or some other skill they think might be useful in identifying the substance?
Some great Perception rolls!
Huckleberry Buck
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Huckleberry will climb up a tower of boxes, try and reposition some so he has a place to lay and set-up his musket, watching the front doors.
"Enny o' ya'll been huntin'? Ai'cud wait fer hours up here"
Just gonna be a good ol' fashion, shoot out. Ain't no Aspis leaving this warehouse alive
| GM Crucible |
The bottles appear to be Drow Poison (six doses).
Poison (injury)
Save: Fortitude DC 13
Frequency: 1/minute for 2 minutes
Initial Effect: unconsciousness for 1 minute
Secondary Effect: unconsciousness for 2d4 hours
Cure: 1 save
Segray Starnon
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"Marvelous. Well let's block some of the entrances, people. I mean you, not me, obviously." concludes Segray.
As she sees the slayer manipulate the poison, she steps back. "Be careful with that, Richter!"
| Lemminy |
"Thought you mancatchers liked your dogs." Lem says, peering into the crate. "If he's upsetting you I can put him to sleep. Or perhaps the fearless bounty hunter needs someone to tuck him in and tell him 'the big bad wolf won't hurt ya'." he jeers, poking around the storeroom. "Hey, smokesticks. Score!"
I'd say lowering the elevator and somehow blocking the way to the office is a good plan. Although there's a chance we won't get it working again or that the noise will attract trouble, it leaves us with a nice narrow corridor for our guests.
Aiden Richter
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Aiden jerks his head away. He recognized that odd mixture of damp mushroom and insect larvae. "Drow Poison. Not deadly, but it'll knock you out for half the day. A strong bull of a fighter can resist it, but it'll be tough for most others."
He glances up as Lem mocks him. "Eh, I just don't want him making too much noise. I don't deal much with mutts. I can track an orphan just find without one."
I'm good with blocking the doors. I say either bottle them up at the office or on the lower level and give ourselves a height advantage. The lower level would let them have line of sight for ranged attacks, though you can say the same for us too.
Also, can Aiden apply poison to a sling stone?
| GM Crucible |
I think poison to piercing or slashing makes more sense, as it's an injury poison not a contact one. Someone should invent spiked sling stones.
The elevator is quite stuck in the up position, and will remain so until greased (a several hour job).
If you don't want to deal with the dog, you can just box him back up. He's in a cage inside a crate.
Other than moving some crates to block some entrances (which ones?), I don't hear much of a plan. Do you simply want me to fast forward a few hours?
| Lemminy |
I spotted some "spongestones" for poison in Halflings of Golarion the other day. Not sure if they're PFS legal, but perhaps worth looking into post-game.
Lem will remove his velvet tunic and roll up his sleeves. "Welp. We halflings are no strangers to dirty jobs. Buck. You any good with machines?" he says, picking up the bucket of grease.
Huckleberry Buck
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Huckleberry will look around to try and see what the small halfling is asking about, "Nah, Ai ain't no good with thise fiddly things,"
However he will pick up some crates and start trying to block one of the doorways that we agreed to block.