Chip~ |
Chip adds Zafiro says that Autumn Falls.
GM Lamplighter |
"Velia, please get the children ready for nap time," replies Mireille. The woman ushers the children into the other rooms to a chorus of good-natured groans and protests.
Mireille smiles at Oggil's compliment, but then frowns. "Zafiro says 'autumn falls', does he?" She glances at Velia, and then stands up. "I'm afraid I don't know who you mean," she replies uncertainly. "Perhaps you have come to the wrong house..."
Drixl - Perception: 1d20 + 0 ⇒ (15) + 0 = 15
Lasaraleen - Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Ledt - Perception: 1d20 + 0 ⇒ (14) + 0 = 14
Nemrok - Perception: 1d20 + 0 ⇒ (17) + 0 = 17
Oggil - Perception: 1d20 + 11 ⇒ (3) + 11 = 14
Zipper - Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Chip - Sense Motive: 1d20 + 4 ⇒ (4) + 4 = 8
Drixl - Sense Motive: 1d20 + 0 ⇒ (11) + 0 = 11
Lasaraleen - Sense Motive: 1d20 + 7 ⇒ (4) + 7 = 11
Ledt - Sense Motive: 1d20 - 2 ⇒ (10) - 2 = 8
Nemrok - Sense Motive: 1d20 + 0 ⇒ (5) + 0 = 5
Oggil - Sense Motive: 1d20 + 7 ⇒ (4) + 7 = 11
Suddenly, the dog sleeping in the corner raises its head and pricks up its ears, looking towards the door with a low growl.
You have one round of actions (order doesn't matter at this point).
Chip~ |
Ugh, that was just a case of me typing the wrong thing... Meant to say Autumn Nears...
Perception (Urban): 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Sense Motive: 1d20 + 4 ⇒ (11) + 4 = 15
What's the DC of those checks? I don't know whether to open the spoilers or not. My reactions may depend on it.
Oggil Redhand |
Oggil takes note of the dog and stands.
"Something is up"
He looks around the room for somewhere to hide.
stealth: 1d20 + 6 ⇒ (1) + 6 = 7
Even a dwarf can't hide behind a stool in the middle of a room though.
Lasaraleen |
Lasaraleen will also draw her blade and look to move towards a wall, away or behind the doorway.
Psst...Who is it? she whispers.
Ledt |
Ledt brings up his wand of mage armor and uses it trying to hide the fact from everybody but the party itself.
He profits his small size to cover behind a corner, table, chair or ally, and his swift hands to try hide the wand and as much as possible.
Stealth: 1d20 + 8 ⇒ (16) + 8 = 24
Sleight of hand: 1d20 + 4 ⇒ (16) + 4 = 20
If still have time, he attempts to temper the dog "We are friends, do not worry. Good dog"
Handle animal (trick push: down): 1d20 + 6 ⇒ (15) + 6 = 21
Nemrok Blacktusk |
Nemrok aware that something is up goes to the door trying to listen if something is comming up.
Perception: 1d20 + 0 ⇒ (7) + 0 = 7
Turning to his companion he says. The best way to handle things here is without violence. We don't need the Society to be expelled by our actions again from Cheliax.
We must keep our cool and find a peacefull solution with what is coming.
Chip~ |
Chip whispers, Miss Mireille, it may be best to hide yourself. Oh, and Autumn Nears.
Chip looks for a place to hide and tries to hide with her, if possible.
Stealth (Urban): 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
GM Lamplighter |
Sorry, the spoilers are just me rolling your various skills and saving space. The info in this case is presented to everyone if anyone makes the roll, so I didn't explain who got it... my mistake. The result was, you noticed the dog's reaction and so got an extra round to prepare. Go ahead and declare your actions.
Drixel Von Hielsen |
Drix looks concerned with the dog's reaction to whomever approaches the door. Feeling the stress of potential battle, she reaches in her haversack and draws a wand. Tapping herself on the chest, she briefly glows a golden hue that melds into her robes.
Wand of Mage Armor
Chip~ |
Got my characters confused. That stealth should be a 22, not 24.
Oggil Redhand |
Oggil just stands ready near the door.
"Is there a back entrance we could escape out of?" he asks urgently
Lasaraleen |
Not sure who the dwarf was addressing, Lasaraleen shrugs at Oggil and stays hidden near him.
GM Lamplighter |
"There is a hidden door in that bedroom," Mireille answers, pointing. She stands and moves into the room. "It seems Zafiro is correct... they are coming."
Suddenly there is a loud knock at the front door. "Open the door in the name of Law!" shouts a man's voice. "This house and all within are detained for inspection and questioning. Anyone attempting to escape will be treated as an enemy of Corentyn and dealt with accordingly!"
Mireille's face goes white. "If I am arrested again, I will be 'disappeared'," she whispers. "We have a safe house nearby, if we can get to it..."
NOTE: In addition to the usual round-by-round actions, you can also try to distract or delay the guard through skill checks, if you can think of a viable idea to do so.
Also - Map updated - link is at the top of the page.
Nemrok Blacktusk |
Nemrok whisper to Mireille get to the hidden door ! then to his comrades [smaller]Stealthy people must go with her to protect her if something goes wrong. The other stay with me and try to delay the soldiers long enough.
He responds to the command Of course, of course officer ! But before we open the door could you please give us your warrant ? Numerous people want to abuse their position and ransom people. We are here to be sure it is not the case.
Provide us with lawful warrant and we will let you pass.
Know. Local: 1d20 + 7 ⇒ (7) + 7 = 14
Diplomacy: 1d20 + 12 ⇒ (4) + 12 = 16
will use my re-roll on this crappy diplomacy roll Diplomacy (reroll 4*): 1d20 + 12 + 4 ⇒ (16) + 12 + 4 = 32
Drixel Von Hielsen |
Drixel feels the adrenaline surge through her body as the guard pounds on the door. Although she has grown accustom to such a feeling in the past, this seems different. I can't... or at least shouldn't, use my magic. Speak! Use your gifted tongue... talk your way out of this one... oh! a cantrip...
Drixel straights herself and strides confidently to the door; ready to open it once Mireille and the others have exited through the secret door. She quickly points to each of her fellow Pathfinders and smiles.
Cast Message, a cantrip, connecting herself to all the other Pathfinders. Range 150'
"Go... I will stay with Nemrok and any other non'sneakers. We will occupy the guards. My whispers will only travel a short distance so keep us aware of where the safehouse is located."
Then turning to the door, "One moment please... I must get dressed... then we will gladly let you in, of course, once you've provided the proper warrants..." She looks at Nemrock and shrugs, "I don't think they need a summons.
Diplomacy Aid Another: 1d20 + 14 ⇒ (9) + 14 = 23
Chip~ |
I will go with Mireille. Oggil, you coming... like the mouse along the street or something?
Chip couldn't help but insert the small amount of humor.
Zipper, stay!
Oggil Redhand |
Oggil smiles at Chip.
"Indeed! Let us be as the mouse and hope the cat is not watching."
He takes position behind Mireille's. "After you both."
Lasaraleen |
Lasaraleen will follow Mireille down the trap door as well.
She whispers....
I have already had one run-in with the guards. Let's go!
GM Lamplighter |
Chip - Stealth: 1d20 + 3 ⇒ (12) + 3 = 15
Lasaraleen - Stealth: 1d20 - 3 ⇒ (1) - 3 = -2
Ledt - Stealth: 1d20 + 8 ⇒ (18) + 8 = 26
Oggil - Stealth: 1d20 + 6 ⇒ (5) + 6 = 11
While Nemrok and Drixl occupy the guards at the front door, the rest of you slip out the back, letting the hidden door close behind you. Mireille points out the safe house (marked on the map), but almost immediately Lasaraleen kicks over a pile of cans in the street, which clatter loudly to the cobblestones. From around the corner of the building you left, you hear someone approach, and a guard sticks his head around the corner and sees you crossing the street. Mireille darts towards the edge of the nearest building and tries to avoid being noticed.
'Ere, you - stop! Where did you come from?" the guard demands, walking in your direction. He's wearing studded leather and carries a heavy crossbow cocked and loaded, and has both a scimitar and a throwing ax at his belt. He seems to be focusing on the four of you and not Mireille.
As the guard approaches, you also notice a raven fly over and land on the building next to you. There are ravens and crows scattered all over town, but this one is eyeing you specifically with an unusual intelligence, and seemed to come in response to the guard's call.
Nemrok, Drixl: You can continue to try and distract the guards at the door, but you'll need another skill check. You can try Diplomacy, or Bluff, or Profession (barrister), or any other one you can think of that might convince law-minded city guards to continue to talk instead of just busting the door down.
Drixel Von Hielsen |
"Where in the nine hells did I put my robe? How does my hair look, you toothy stud? Ok... Coming sir!" Drixel says as she scuffles about putting on a sound show as though her work has been interrupted at the brothel. She tussles her hair and pulls off Nemrock's coat, heaving it over the furniture.
Once everyone is out the trapdoor and it is closed, she walks over to the door and opens it. "Sorry, sir... the half-orc put me in a such a state... I'm still a bit woozy." She stumbles slightly into the man's arms.
Acrobatics: 1d20 + 3 ⇒ (9) + 3 = 12
"Please come in. How can we help you?"
Diplomacy: 1d20 + 14 ⇒ (2) + 14 = 16
Bluff: 1d20 + 10 ⇒ (15) + 10 = 25
Oggil Redhand |
Oggil moves up towards the guardsman.
"I have come from Absalom!"
He answers truthfully, trying to occupy the guards attention.
"I am trying to find my way back to my inn. But this is my first time in your city. Would you be able to provide me directions?"
He eyes up Drixel and then shakes his head as if deciding she is too tall for him.
Lasaraleen |
Lasaraleen sees that their cover is blown with the appearance of the guard.
She tries the lost traveler schtick.
Oh Sir! Are we glad to see you. We are visitors new to town and seem to have lost our way. Could you be a dear and help us find our inn?
You would think there would be a sign.
diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18
Chip~ |
Diplomacy (Aid): 1d20 - 1 ⇒ (2) - 1 = 1
Yeah, what she said.
GM Lamplighter |
Everyone's attempts sound more like a Bluff than Diplomacy...
Lasaraleen - Bluff (aid): 1d20 + 2 ⇒ (3) + 2 = 5
Oggil - Bluff, 2 hinders: 1d20 + 0 - 2 - 2 ⇒ (16) + 0 - 2 - 2 = 12
The guard raises an eyebrow, and looks at the crow briefly. "Your inn, 'ey? You'd best stay back in your inn if you don't want to get into trouble. Lots of trouble around 'ere right now. You'd best move along." He looks in both directions and then wanders back to the corner of the building, still watching you.
At the front door:
Drixl opens the door and sees two guards standing there in the red and black livery of the town guard. Each carries a heavy crossbow, and they immediately move to enter the building. The one in front says, "We're looking for a group of miscreants who came 'ere from the Museum of 'istory. You two seen 'em?"
Ledt |
Ledt advances to a place where he can keep eye of all the groups "Wait, mister, you are telling us the direction is there or there?" the halfling points to contradictory places "I find this city the most confusing..." and basically tries to obtain time to see if Drixel and Nemrok succeed at convincing the guard, so he is there to help them fight if needed.
Bluff: 1d20 + 10 ⇒ (12) + 10 = 22
GM Lamplighter |
At the front door: The two guards rush inside and start looking around, opening doors and looking in anything large enough to contain a person. Velia comes out and shushes the men as one of the children starts to cry.
In the street: "Do I look like a tour guide?" the guard responds to Ledt. "Now, get outta 'ere, afore I decide to bring you in for questioning!" The crossbow inches ever so slightly in Ledt's direction.
Meanwhile, Mireille ducks around the corner. The guard in the street moves to the front door, and then it's a simple matter to duck across the street and get Mireille to the safe house.
After the guards leave, Nemrok and Drixl breath a sigh of relief. They also share a laugh as one guards says that he saw some tourists around the back, and the other three shout in disbelief. "Tourists? Around 'ere? You idiot... that musta been the ones we was lookin' for! Where did they go?"
"Well... they went... uh, that way...?"
"Bloody 'ell, you worthless oaf! You'd better 'ope we can catch'em, or you'll be explaining to the Rack as 'ow's you let 'em get away!"
The chatter fades as they head off to the south, away from the safe house.
Now, if only Nemrok and Drixl knew where the safehouse actually was...
Chip~ |
I need to go back and get Zipper. I can get Nemrok and Drixl while I'm at it.
Stealth (Urban): 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
If Chip makes it back, he informed Nemrok and Drixl of where the safe house is located, and calls Zipper. Heel.
Chip~ |
Since Chip was out Stealthing anwyay...
Through the Message Coast is clear for everyone. We can all meet.
Drixel Von Hielsen |
Great! Where do we meet you? After hearing to location of the safehouse. Drixel smiles at Nemrock, "Well done, my friend." Then heads out to the safehouse to meet back up with the Pathfinders.
Oggil Redhand |
"And the mouse has scurried away from the cat." smiles Oggil.
"We will leave you here.." he says to the elven scholar.
"And go get your friend from the museum."
Assuming we have all managed to meet up with the use of the message spell?
Oggil will keep a good lookout for suspicious ravens as he walks as quietly through the streets as he can.. back toward the museum.
perception: 1d20 + 11 ⇒ (11) + 11 = 22
stealth: 1d20 + 6 ⇒ (13) + 6 = 19
Lasaraleen |
Happy to see the guards depart, she waits before breathing a sigh of relief.
Not a real welcoming bunch, here. We best get moving before more return.
She follows in line with the others to the museum.
GM Lamplighter |
You head back to the Museum and find Zafiro rushing about the place. His eyes light up when you arrive, and he hurries over. "Is she safe?" he asks quietly. After confirming that you actually went to the safe house and that Mireille is safe, he hands over a dossier full of hastily-gathered notes.
"Here it is... everything I have on Angelmire. If you want a taste of how Thrune deal with traitors, this is the notice posted at Angelmire during the seige." He hands over a separate handbill, yellowed and stained. "Good luck. Now, I must go. Please, do not follow me." He leaves quickly and disappears into the crowds.
Davian’s final campaign against Thrune began about 100 miles north of the port city of Corentyn, in a small coastal town known as Anglemire. Their fleet emerged from the Orneian Reach to seek victory beneath the Arch of Aroden, an act that would have vastly weakened Thrune’s position. Thrune’s diabolists summoned devils to defend Corentyn’s many fortified structures, and Davian’s fleet broke upon the city’s shores.
Davian’s defeat at Corentyn signaled both the end of the Battle of a Hundred Kings and the ascendancy of Abrogail Thrune to the imperial throne of Cheliax. In order to crush the remaining resistance, the majestrix besieged the Davians’ remaining stronghold, known as Emberhold. There, Thrune’s forces executed Davian clerics and any who attempted to smuggle supplies to the starving noble household. The surviving Davians defiantly rationed their remaining food and held out for several months in hope of rescue, yet as supplies ran out, the few remaining aristocrats fell upon each other.
Almost a century later, much of the Davians’ history has disappeared under House Thrune’s aggressive revisionist policies, enforced by the Hellknight Order of the Rack. Even continent-spanning organizations devoted to reclaiming the past, such as the Pathfinder Society, have seen their work turn to ash upon one of the order’s “clarity pyres.” However, House Thrune recognizes that some history has value when properly applied, and it has recently re-opened Cheliax’s borders to the Pathfinders.
The nearly forgotten ruin of House Davian is on a list of newly sanctioned sites for exploration.
Nemrok Blacktusk |
Than... ks says Nemrok when Zafiro gave them the documents and info. But the man was too quick to thank properly.
He turns to his comrades I think it will be best to come back to the The Wicked Fork. Be sure Cassian is sound and safe.
Then leave the city for Angelmire tomorrow after a good night sleep.
Chip~ |
I can understand him wanting to lay low. It's honestly similar to how I'd act.
Sounds like a plan to me! Chip says excitedly.
Zipper |
Zipper looks at his master and lets out a yawn, wondering when he is getting his badger nap time.
Oggil Redhand |
Oggil shakes his head as he reads through the documents.
"Let us head onward. I for one would prefer not to suffer the fate of House Davian."
Looking about he adds "Perhaps as the sun returns each day to the sky in its journey, we should likewise return to the ship to continue our journey."
Lasaraleen |
That seems to be a prudent plan, Oggil. The incriminations of House Davian are not to be taken lightly. We do not want to share their fate nor cause further irritation to an already hostile relationship.
Lasaraleen readies to continue the journey to Angelmire once the others are ready.
GM Lamplighter |
To get to Angelmire, you'll be heading overland from here, out the North Gate and along the coast about 100 miles. Cassian was to have purchased riding horses for you.
You head back to the Wicked Fork, and find Cassian there, deep in his cups. He looks like he's had a busy morning - his clothes are disheveled, and he has a wild look in his eyes.
"Well, at least you lot keep your word," he mutters, downing another shot. "I'm done following orders from that witch. I met with Zarta's contact - turned out to be the halfling who searched us at the docks, Tamrin Credence. I delivered the message, nice and subtle." He motions to the barkeep for another shot. "Then I find out, the little rat is Aspis!" he downs the glass and slams it on the table. "Well, that's what I hear, anyway. His ties go way back with the Consortium, apparently. Zarta can deliver her own messages from now on, if she's talking with the likes of him!"
All of the archaeological gear is still packed up in the inn's storage room, as Cassian thought you'd be leaving in the morning.
Chip~ |
Chip stares blanky at Cassian. Aspis? He mutters the words under his breath with much disdain. What is Zarta doing fooling around with Aspis?
Did he give you any trouble? Chip is mostly expecting a certain type of answer. He tries to assess both Cassian's physical state, and more importantly his mental state.
Lasaraleen |
Aspis? No way! she exclaims without thinking.
She ponders the likely success of the mission...
I feel like this sod is going to fold like a deck of harrow cards. Then what? Think girl, think!
We are still here at least, and we will help you. But you have got to keep it together.
Nemrok Blacktusk |
Lady Zarta has her way to get thing done. May be its a double agent or a sleeping one Cassian. The the message she gave him through you was certainly to asks him something important for the Society. Don't huge her so harshly my friend don't let a partial view stopping you from getting the bigger picture !
Says Nemrok confident in Zarta's agenda.
Remember, Explore, Report, Cooperate.
He adds with an encouraging smile.
Oggil Redhand |
"The mouse must beware the snake as much as the cat" notes Oggil.
"However there appears to be no reason to stay in town. We should leave now as it would appear that trouble is following us."
To Cassian he asks "Will you accompany us further, or return on the ship?"