Marshala |
This table is full, or is the recruitment thread just awol?
Since the other one I looked at was listed "open" but actually full, I figured it was worth checking with you before I assume. My swashbuckler/cleric of Besmara would love to visit Bloodcove on Talk Like a Pirate Day... ;)
Marshala |
Am new to the play-by-post format myself, so that would be perfect. Many Thanks!
Wilhimina |
Alright, I think I set up everything correctly? Let me know if I need to change/tweak anything!
Whisperer |
Dotting.
Mari Clock |
With a flash of light and a stomach-churning shift, the cool, saline air of Absalom collapses into the stifling, wet heat of the Garundi coast. Within moments, sweat begins to ooze from your pores as the fetid stink of the local climate envelopes you like a damp blanket.
The scroll in Aram Zey’s hands crumbles into dust, its magic spent. The Pathfinder Society’s Master of Spells removes his hat and begins fanning himself. All right Pathfinders, welcome to the blistering hole that is the Mwangi Expanse. Any of you who bother to keep up with your Chronicles know that the Society has an archaeological expedition working in the Terwa Uplands, about 80 miles northwest of our position. Of course, I doubt if more than half of you read anything but dirty poetry, so allow me to sum up: the Azlant Ridge site shouldn’t be there. There are no known Azlanti sights in the Mwangi Expanse, but here we are. It may be the best-preserved evidence that the Azlanti at least visited the Mwangi Expanse. A servant of Angazhan called Ruthazek the Silverback King claims the site, too. His troops have laid siege to it and our people are starving, dying from disease, and running low on ammunition and personnel, which is where you come in.
Zey points north through the treeline, to where a ragtag city of boardwalks and wooden buildings straddles a swampy, red river delta. Your first stop is Bloodcove. He chokes out the word as if it insulted his mother. The Azlant Ridge site needs supplies, and Bloodcove is the nearest trade port. They need 2 tons of food and clean water, five crates of arrows and crossbow bolts, and clean dressings for wounds. House Cartahegn is your best choice as the Society works with them occasionally. We already arranged payment to a caravan leader named Raimondo Scevola several weeks ago. Make contact with him to carry everything north. Also, look for a man named Senzer somewhere in town. He was an alchemist funneling potions and information to our team in the Uplands, but he went silent a month ago. You need to find out why and get that stream of potions flowing again.
Don’t think this will be a simple trip to the market. Bloodcove is a pit founded by pirates and run by criminals—scum with no sense of achievement or appreciation for arcane advancement. Even worse, it’s a stronghold of the Aspis Consortium, which loves nothing more than perverting and profiting from Pathfinder discoveries like Azlant Ridge. Keep your heads down and do nothing to attract suspicion; perhaps adopt a disguise. Normally I don’t give a damn if you heroic types kick in doors, make asses of yourselves, and die, but more than your lives rests on your shoulders now. If you fail and the Azlant Ridge site receives no backup, it will surely fall.
Aram hands over a coin pouch. As I said, we arranged payment for your caravan some time ago. This should cover the cost of supplies. If you dip into your own resources and manage to survive, the Society will attempt to reimburse you. Once you deal with that business, head northwest.
He presents a sealed scroll case and an ornate, golden key on a leather thong. Guard these with your lives. The key’s exact purpose eludes me, but the symbol it bears is repeated on a doorway at Azlant Ridge. The scroll case contains a map to the dig site. My magics secure the case, though, and it will explode violently if opened within five miles of Bloodcove. Ask your questions now. I return to Absalom the moment I believe you capable of getting to Bloodcove.
Feel free to ask Aram Zey questions and you can also roll Knowledge Geography, Knowledge Local, or Diplomacy and attempt to Gather Information.
Marshala |
Any chance to spellcraft the scroll Zey just used?Spellcraft: 1d20 + 4 ⇒ (11) + 4 = 15
Marshala looks more amused than miffed at Zey's less-than-complimentary assessment of Bloodcove and its denizens. She pulls out a battered journal with "Captain's Log" emblazoned across the front in gaudy lettering and quickly copies down the contacts and inventory list for this "market trip."
"Me ship's as welcome as any at Bloodcove, I reckon. Kin you tell us anything more about ye contacts in Bloodcove? An' do ye have any idea why ol' Silverback suddenly cares about our Pathfinders playin' in th' dirt up there?"
Marshala will attempt to use diplomacy to gather more infornation after we finish talking with Zey.
Mari Clock |
My guess was that Aram Zey used a teleport scroll to get you from Absalom to Mwangi.
Silverback rules the inland city of Usaro and claims the Mwangi Expanse and all its contents. He’s uncivilized and violent, from what we hear, unwilling to negotiate with us.
I can tell you again that Senzer serves the Pathfinders as an alchemist and a valuable source of information and potions for our operations in this region. I believe his shop lies somewhere along the Widow’s Walk, but share as little as possible with him; everyone in the town has some stinking agenda. He already knows of our local operations and the location of the dig site. As for Raimondo, I don't know much about him beyond that he's a caravan leader.
Wilhimina |
Wilhimina looks at Zey fanning himself.
"You think we'll need this, then?" she asks, pulling out a wand (endure elements) and twirling it about. "How long ago was the site discovered, and when did the siege begin? Also, do we have reason to believe that the Aspis have caught wind of our find?"
I agree - I think that scroll was the teleport that got us here
Mari Clock |
I'm sure the Aspis will expect some Pathfinders here, if they don't already know you're on the way.
Aram Zey glares at Wilhimina, What does it matter how long we have been working at the site and when the siege began? We are working on the dig site and we ARE being sieged.
Bloodcove lies on the western edge of the Mwangi Expanse. The local culture blends Cheliax with The Shackles and native Mwangi traditions.
Bloodcove sits on the headwaters of the Vanji River. Much of the wealth from the jungle interior flows through it, making the dingy city surprisingly wealthy.
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.
The local elite elect a Grand Admiral, who rules Bloodcove for life. The Admiral enforces a strict hands off economic policy and very little else
Fiercely competitive trading houses wield the genuine power behind Bloodcove politics, with the Aspis Consortium currently dominating the political and economic scene. House Cartahegn fiercely opposes its rivals in the Consortium, and makes an acceptable fairweather friend in this area.
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.
Whisperer |
The gravel noise starts and you realize the ugly, wiry man with the scars on his throat is speaking...
"Trading in Bloodcove has indeed proven profitable in the past, but we need to watch our backs or the price will be too high."
knowledge_local: 1d20 + 8 ⇒ (8) + 8 = 16
"As I recall the man in charge here calls himself The Admiral and is somewhat, liberal...in his allowances of trade and custom. Damn that hag Zarta for me being here anyways..."
Wilhimina |
Wilhimina glares right back at Aram Zey
"I was merely trying to discover how quickly the site came under siege. If it was immediate, then we know the area was well patrolled, and this Silverback was working alone. If it took some time, then it's possible the Aspis tipped him off to our being there, probably to their benefit. I'd like to know if my enemies are working together, or separately. One always should get all the information instead of rushing off hastily. She pauses. "Surely one as knowledgeable as yourself can appreciate a thorough briefing," she adds, mildly sarcastic.
Whisperer |
Whisper takes his wayfinder off and it disappears. Making motions to the others he suggests "Might want to put those someplace less obvious. Anyone know you in this town? We should take efforts to conceal our identities here."
Sleight_of_hand: 1d20 + 9 ⇒ (14) + 9 = 23 to conceal wayfinder to hidden pocket
Marshala |
Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15
Marshala nods to Whisperer, confirming what he's said about the town, but having nothing to add.
She doesn't have a wayfinder to hide and makes no move to hide her jolly roger emblem that signifies her as a follower of the Pirate Queen.
Thinking to herself, "Disguise self will last 40minutes-that may not be long enough. Gozreh's Beard, I wish they'd give us these briefings *before* porting us to the middle of nowhere!
Wouldn't be the first time I'd had to impersonate an Aspis, though I don't relish doing it again, especially not in a city crawling with them. "
Wilhimina |
Wilhimina looks pained as she takes out her wayfinder, and hands it over to Whisper with a sigh. "You'd better take this," she tells him. "There's not much room here to hide it," she gestures to her small, sparsely equipped frame. She then looks towards the town. "I guess we better see what we can find out," she says, heading off.
Gather Information: 1d20 + 5 ⇒ (20) + 5 = 25
Marshala |
I've got a handy haversack on her if you/we need to store stuff. Of course if your char doesn't want to trust the obvious pirate in the group, no one would blame her.
Not that the quick-fingered rogue with the gravelly voice seems much more trustworthy. :p
Wilhimina |
She's a Desnan gnome, so she trusts anyone who looks adventurous and mostly trustworthy (after all, you all had to pass some sort of test to become field agents!), until they betray that trust. She'll gladly hand it to you, instead, if you're offering. :)
Marshala |
Sure. But she won't take offense if Whisperer grabs it first.
"Me haversack's got an extry-dimensional space, iffen ye need. Can't hold no two tons of food and whatnot, but fer hiding small items where some nosy scalawag won't see 'em, it's perfect.
Balthazar Khole |
The quiet man in black robes speaks up as he slips his wayfinder into his own haversack.
"I volunteer to carry the explosive box. Someone else should hide the key."
Just as quickly, he shoots a question at the Master of Spells.
"How do we recognize House Cartahegn, and do we have a contact?"
Mari Clock |
House Cartahegn is the trading post, you can't miss it.
Aram Zey uses one of his prepared teleport spells, leaving you alone on the marshy coastline.
Now if anyone can do anymore for the knowledge or diplomacy it might be a good time to make your rolls.
Additional information:
You know the Aspis Consortium controls Bloodcove’s political, economic, and domestic affairs; it decides what ships dock, how goods are priced, and whether anyone investigates crimes. Bloodcove’s sheltered location, far from the armies of the Inner Sea and guarded by the Eye of Abendego, emboldens the Consortium to the point where they think nothing of kidnapping rivals from the streets of Bloodcove in broad daylight.
Please discuss and decide how you think it best to enter deep into enemy territory.
You can decide to keep your heads down and hope the Consortium fails to notice your large purchases, you may want to disguise yourselves as merchants, travelers, pirates, or locals. You may want to hide in plain sight, petitioning to join or ally with the Aspis Consortium while conducting your Pathfinder business.
Make certain the group decides on one course of action before proceeding.
Wilhimina |
Once we get into Bloodcove and Wilhimina can ask around, she'll share the results of her Gather Information (rolled previously, she got a 25) with the party, specifically about House Cartahegn opposing the Consortium.
Marshala |
Where are we in relationship to Bloodcove? Is there a waterway path from here to there? And is Marshala's ship near enough to use as transport? If so, then obviously she'll try to get everyone onboard (har har) with the idea of sailing to Bloodcove via The Red Flower.
Already rolled diplo, so can't roll knowledge (local), right?
Marshala takes the proffered key from Whisperer and tucks it into her haversack. "Aye, a wise precaution, matey." She turns back to Zey, who, of course, is no longer there.
Bilge o' th' Seawraith! Dinn't stick around long, did 'e?
Also, yes, I DID spend the pp to buy her a ship before buying a wand of cure light. Priorities!
Whisperer |
"So...whats our angle? Posing as traders or attempting to infiltrate the Aspis? I am game for either...but I am not a good choice for faceman."
Marshala |
Thar she is! Marshala gestures grandly at the tri-masted ship, complete with black sails and flying a Jolly Roger, as she skips quickly up the gangplank.
The voice of the First Mate can be heard calling to the crew, "Ahoy! We've company! Look sharp and step lively, now!
"Welcome back, Cap'n. Crew's all aboard."
"Excellent. We sail for Bloodcove with the tide. As she reaches even with the half-orc, she adds in more of whisper, " An' be sure th' crew all knows iffen any of 'em thinks to mess wit' me new companions or filch any o' their gear, they be findin' themself sleeping in Besmara's locker afore morn."
"Aye, Cap'n"
Turning back to the party she offers an abbreviated introduction
This 'ere's me First Mate, Draska. The halflin' over there is me Bosun. Raga's name o' me cook's below-she may be gruff but she'll not let ye go hungry." With a grin and grandiose flourish she adds, Welcome aboard The Red Flower!
Balthazar Khole RPG Superstar 2015 Top 32 |
"Well, when in Bloodcove..." the dark robed man began. "We have a ship and a pirate, we might as well make use of them."
He straightens himself into a position of attention. "Cookie Balth, reportin' fer doodie!" he puts on his best Shackles accent, and performs an exaggerated salute, unable to suppress his sardonic smile.
Wilhimina |
Wilhimina scampers aboard. "Ooo! Last time I was on water, we were in the archives. I've never been on a pirate ship before!"
She'll start pestering the crew, asking what everything does, acting the stereotypical gnome.
Whisperer |
"I bet House Cartahegn will be known on the docks, being a trading house. Lets get under way. Wilhimina - Get off the gunwhale! If you fall in I'm not going after you."
Wilhimina |
"Pff silly half-elf, you worry too much. This is fun! You should try it. A new experience a day keeps the bleaching away!"
Mari Clock |
You recall you need to locate the person paid for your Caravan,
Marshala Diplomacy: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 with his pirate ways is quick to find out the name of the person, as well as his location.
The humid stink of Bloodcove mingles with the reek of sweat and the sickly-sweet odor of tropical plants and exotic tobaccos. The foyer of the guild house looks more like a tavern than a place of business, with tables carved from dark jungle woods and overstuffed cushions. Older men and women mingle or brood over their drinks, while strapping young toughs claim the area around the cold hearth.
Across the room, a swarthy, moustachioed man bellows in a anger. He sweeps an arm across the tabletop shared with a redcheeked companion, spilling drinks and playing cards onto the carpet. You bashterd, he drunkenly shrieks, You scheating bashterd, Elanzo! I need thoshe animalsh! I have a client whoshe paid fer my caravan!
His companion wrings the remains of his drink out of his shirt. No one cares, Scevola. Those were the stakes, and your horses will be chow for my men before we set sail in the morning!
You shlipped shomethin in mah drink! You’re taking my horshesh over mah dead body!
Elanzo simply shrugs at this and snaps his fingers. The large brutes gathered by the hearth stand up and begin moving toward the pair.
for fun... I mean, just in case.
Whisper: 1d20 + 4 ⇒ (14) + 4 = 18
Marshala: 1d20 ⇒ 17
Wilhimina: 1d20 + 2 ⇒ (20) + 2 = 22
Elanzo: 1d20 + 2 ⇒ (15) + 2 = 17
Crew Blue: 1d20 + 4 ⇒ (15) + 4 = 19
Crew Teal: 1d20 + 4 ⇒ (2) + 4 = 6
Crew Purple: 1d20 + 4 ⇒ (13) + 4 = 17
Wilhimina |
Wilhimina speaks up, "Excuse me, gentlemen. Before you get to the business of killing each other, perhaps you could help us? We're just off our ship, and looking for an alchemist. Senzer - perhaps you've heard of him? We have some unfinished business with him. We'll make it worth your while," she adds, jingling her pouch. She pokes at Marshala. "You're the suave one, do something."
She's more than willing to part with some of her gold (within reason) if it means keeping their caravan intact.
Marshala |
By the Kraken! Marshala guffaws, but that be a good 'un! What'd ye men do, that you be punishin' em by a'feedin' em stinkin' horsemeat offen some pack animals ye just a - gambled fer?
Speakin' o' food, an' more important -Barmaid! Marshala flags down a passing server, wha'evah the tipsy fella here was a-havin'. Looks like must be a plenty strong.
Turning back to Elanzo, as she sits down. Hopin' ye dunna mind iffen we joins ya.
Diplomacy to get Elanzo talking to us, and perception to see if I notice anything that might indicate if Scevola's accusation has merit, and what arms (or Aspis emblem) Elanzo has on.
diplo: 1d20 + 10 ⇒ (9) + 10 = 19 (+2 if still applicable)
Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Marshala |
Addendum: Sense Motive - Does getting meat for his crew really seem to be his primary objective?
Sense Motive: 1d20 + 7 ⇒ (10) + 7 = 17
Wilhimina |
"Fine," Wilhimina says, looking around before hopping on a chair. "I guess we can eat before business."
Perception: 1d20 + 12 ⇒ (18) + 12 = 30
Diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18 (to aid)
Sense Motive: 1d20 + 7 ⇒ (15) + 7 = 22
Balthazar Khole |
Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Balthazar slowly reaches his hand into the folds of his robe, his fingers brushing against his dagger. Soon.
Standing behind the seated Marshala, still speaking in a Shackles accent, he growls a just audible question.
"Oy, Cap'n... wan me t' slice up th' horse-eatin' landlubbers?"
Whisperer |
Whisper moves further into the room while folks are chatting.
That's right...keep em occupied
I would do a sense motive...but Whisper doesn't give a fig. He just knows we need that guy alive.
Whisperer |
Whisper pulls out a bag jingling it and moves forward.
Once he gets closer he looks in the pouch and looks at the others.
"Opps. Wrong pouch."
Wilhimina |
"300, huh?" Wilhimina says, jingling the pouch she's had out since the beginning of the conversation. "How many horses were you willing to accept for that amount? There's got to be a better way to feed your crew. Besides, without fruits and vegetables, your weak human constitutions will fail. Really, not feeding them horse meat is in your best interest. Gold will get you a much better diet."
Whisperer |
"What if we made it more interesting... Care to settle this over a game of cards? I happen to have a deck with me."
Can I use this?
Profesion_Gambler: 1d20 + 8 ⇒ (19) + 8 = 27
Wilhimina |
Wilhimina whispers to Whisper, "Just how confident are you? I could contribute something to the pot."
Alliteration is fun!
Whisperer |
In Wilhimina's ear:
"Confident I can beat this guy in a card game? Fairly. Confident he will pay up? Not at all."
To the pirate...no, not our pirate, the other pirate:
"We can see your 300 gold... and add another 50 to the pot should you win. I win, you walk away and leave the lout to us all debts forgiven. That's an easy extra bit of coin and no one harmed."
Marshala |
Oho! Now it do be gettin' interestin'! Marshala rocks back in her chair Where be me ale?
If Elanzo agrees to the game, Marshala will watch closely for any sign he's cheating, or trying to poison them
Whisperer |
"400. This guy is not worth that much."
Wilhimina |
"400 for one hand/roll/whatever sounds pretty good to me. That's the 300 already on the table, plus another 100 for added excitement!"
Mari Clock |
He looks at you, appears to size you up. Okay. 400. I pick the game.
sleight of hand: 1d20 + 7 ⇒ (19) + 7 = 26
You play a game, and with Whisper's profession gambler roll from earlier, his skill at gambling still beats Captain Elanzo's attempt to swindle you.
You get to leave with Raimondo's horses that Aram Zey paid for already.
Remember that Aram Zey said to keep track of your expenditures.