'Pinball' |
Pinball looks around the bustle of the bazaar, ill-at-ease with her holy symbol of Irori well hidden away. Still, she pastes a smile on her face a approaches the same Osiriani man.
"It is quite frustrating. What hoops exactly are they trying to make you jump through? We've heard they're real sticklers..." she coaxes.
Diplomacy: 1d20 + 12 ⇒ (12) + 12 = 24
Garret |
Garret follows Pinball, standing a bit to the side in a protective manner
They? Does she mean the Chelaxians? But we are working with them now, even if we might not want to.
Our Mysterious Benefactor |
The Osirian man smiles. "I am Markah ibn Alsan, humble merchant and professional waiter-in-lines, it would seem. These Chelish, with their rules and forms and paperwork! Ah! In a civilized country, a few bribes make all this go away, but if you try to bribe them here," He makes a sharp gesture across his throat, "Or worse, prison!"
Listening to the people standing around, Pinball hears a few interesting tidbits.
“Recently they’ve been cracking down on any shady business, so everyone needs a travel permit to leave the city. I hear the inspections of coming and going cargo are pretty thorough as well. Good luck at the magistrate’s office—the lines are bound to be as long as the Arch.”
A bored caravan guard provides information about the archaeological expedition. “They had plenty of scholars and soldiers as well. The number of tools and supplies they were willing to lug across the desert surprised me. Our caravan shared the road with them for a while, but they kept mostly to themselves.”
After a few hours of waiting in the slow-moving line, you finally reach the front. Scores of applicants hoping to procure official travel permits fill the bulky sandstone building, and clerks steadily work their way up and down the lines to identify each applicant and inquire about their business. Once a clerk confirms your authorization from the Athenaeum, she fetches a letter, lowers her voice, and tells you, “Magistrate Mavius Giovenci wants to handle this matter in person. This is an invitation to attend an evening function at his estate.” She forces a smile and then turns her attention to the next group in line. As promised, the letter requests that you join the magistrate at sundown for a fancy meal.
'Pinball' |
Pinball listens with interest and sympathetic nods to all she hears in the market, and relays it to the others.
She blinks rapidly at their... dinner invitation, and looks quizzically at the others before scanning the invitation.
"Uh... well this is... really something, isn't it," she says uncertainly, quietly, to the group. "I'm going to need some new clothes..."
I'm assuming the market will have clothing and jewelry for sale? If so, I'll get a courtier's outfit (30 GP) and appropriate jewelry for it (50 GP).
"Maybe we can find out a bit more about this Mavius? Does anyone else know anything about him? Manius...?"
I'll try Diplomacy to gather information on Mavius from the locals as I shop?
Diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30
Garret |
"Prison is worse than death?" Garret asks the old man
Later
Garret joins Pinball and purchases sleeves of many garments and appropriate jewelry for a courtiers outfit 250 gp
Our Mysterious Benefactor |
The Osirian man smiles grimly. "You have not heard of Chelish prisons? Hell is preferable."
Pinball asks around and is able to discover the following about Mavius:
Mavius is a cousin of the lord-mayor of Khari. The magistrate takes advantage of his station to enjoy all the pleasures the city has to offer, therefore his palanquin is a regular sight on the street as Mavius travels between the mansion and several high-end establishments and the opera.
The lord-mayor, Marsiol Giovenci, isn’t too fond of his cousin. He secured the post of magistrate for Mavius as a favor to Mavius’s father, yet Marsiol feels that his cousin doesn’t live up to the city’s standards. The lordmayor is concerned that Mavius might make him regret the favor by becoming entangled in some scandal.
Mavius has been involved in some dubious dealings with shady individuals tied to the Aspis Consortium, including the halfling, Tamrin Credence. You learned during yout previous investigation in Corentyn that Tamrin had also been involved with Zarta Dralneen. You have enough evidence to let you leverage this information to force the magistrate to cooperate—even become a long-term asset for future endeavors—though actually using information against a Chelish noble would be risky at best.
Manius Pindeloric |
"So we go for this fancy dinner at sundown? Does anyone want to do anything else before we go there?"
Just wondering...we are not allowed to show up in full armor to this dinner I guess?"
'Pinball' |
Pinball relates everything she's been able to discover from the market gossip. "...so we can probably bring that knowledge to bear," she sighs, having no fondness for the idea of blackmailing a man into cooperation, even a Chelish magistrate cooperating with the Aspis. This is not the path Irori would be best pleased to see her walking, but...
Pinball rubs at her forehead. "...well, maybe he'll listen to reason first, but if not, we'll go ahead with that knowledge, I suppose. I'll go ahead and finish getting dressed for the dinner. I hope they have a vegetarian option," she says with the depressed resignation that she thinks it's as likely to be vegetarian food as it is for Mavius to cooperate without threats. Bah, Chelish!
Our Mysterious Benefactor |
You can show up in any dress you feel like showing up in. Obviously, consequences may apply depending on your choices.
It seems like you're headed to the invitation. I'll make the first post, and when you respond, describe what you're wearing.
The magistrate’s mansion is of modest size but well-maintained. Upon receiving the invitation, a halfling servant guides everyone through an iron gate with flowery designs onto a terrace overlooking the bay near the Arch of Aroden. A ring of sitting pillows and several water pipes furnish the terrace. At the end of the hall sits a handsome, dark-haired man with an easy smile, though years of indulgent living seem to have taken their toll on his physique. The air is humid as thundering clouds gather far from the shore.
Mavius beckons everyone to sit down, “My dear guests, please relax and enjoy yourselves. There are plenty of local delicacies, and the wine is quite exquisite. I’m sure you’re eager to get down to business, yet there’ll be time for that later.”
Theleb Ka'arna |
Theleb is a semi-barbarous shaman ... so he will do his best to look the part, dressing up in his very best bone piercings, face paint and decorated chainmail that still allows him to show off his pretty tattoos ... he will of course make sure everything is clean and polished
"Thank you Sir." Theleb answers to the Magistrate's welcome. Then moves off to mingle ... sniffing each delicacy before scarfing it down with a full cup of wine ... each ...
'Pinball' |
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The dictates of the Iroran faith favor a plain and modest dress, but on the other hand, she imagines Chelish style is to dress up a bit. Of course, she's also trying not to broadcast her faith, in Rahadoum-- even Chelish-held Rahadoum.
She settles on a flowing blue cotton robe with very broad sleeves, belted with a sash of a darker blue, indigo silk, that gets wrapped over and around in a complicated pattern. Everything is edged and accented with bits of silvery-white silk, and she has purchased tasteful silver jewelry set with little sapphires and larger pieces of lapis lazuli.
She sighs a little at Theleb's distinctly barbarous look, but understands it is as much his culture as her own garb is hers.
She bows deeply to the magistrate, then straightens with a smile. "Of course we shouldn't rush such things. We would be happy to relax and enjoy your hospitality, the touch of civilization you've brought here, Magistrate. Your house is really quite lovely. Pinzell Doy, at your service. My colleagues are likewise thankful. Theleb Ka'arna," she gestures at the half-orc, "is an expert on certain atavistic tribes, and has embraced their particular style of finery as a part of his study..."
Pinball has a seat, cross-legged on a cushion, with a small glass of wine.
Garret |
Garret has changed into an courtier's outfit with the matching jewelry. The combination clearly states the message that this halfling is not a slave. If there are halflings serving Garret takes a morsel of the plate and profoundly thanks the halfling.
Our Mysterious Benefactor |
Mavius, his thick jowls bouncing, smiles and nods. "Excellent. Excellent! It's so nice to meet new people! Please, eat!" His meal proves to be sumptuous and tasty and Mavius is no stranger to a gluttonous appetite. The food is plentiful and quite tasty and Mavius makes it a point to show he's eating everything so you have no fear of poisoning.
Once the meal is windind down, the magistrate orders a servant to bring out an ornate board with several dozen ivory pieces, “Would anyone care for a friendly game of Siege—unless one of you can entertain us with some Chelish opera? Hah!”
Our Mysterious Benefactor |
"A game of strategy! You must surround your opponent without allowing your opponent to surround you! A game of strategy, of tactics and of war."
Intelligence DC 12 or Profession (gambler) DC 16 to remember the rules!
Manius Pindeloric |
Manius takes a page out of the rest of the party's playbook and leaves his armor and weapons stored somewhere save and shows up.
At hearing that there are many local delicacies he introduces himself to the host along with the rest of the party before wandering of to sample some of them that draw his attention.
Garret |
"I am not that good in Siege, but I am happy to play a game"
Int: 1d20 + 2 ⇒ (14) + 2 = 16
'Pinball' |
Pinball looks intrigued at the mention of the game. "I am also willing to play-- it's the least we can do after your gracious hosting...."
Int: 1d20 + 1 ⇒ (4) + 1 = 5
Pinball looks at the board with her brows unhappily furrowed, however, as she realizes she has no idea how to play at all.
Theleb Ka'arna |
Int DC12: 1d20 ⇒ 16
Theleb watches the game with interest ... but does't offer to play.
Our Mysterious Benefactor |
Mavius claps his hand and motions to the board, beginning the game. Garret, Sense Motive check!
As the game begins, Mavius gestures to the rest of you. “Tell me about this expedition you are embarking upon. I have heard a little about it here and there—enough to get me intrigued. I’d love to know more.”
Bluff, Diplomacy or Perform (oratory), depending on whether you're telling him the truth and whether you're trying to impress the importance of this mission, which may make him more inclined to help you...
Garret |
Sense Motive: 1d20 + 6 ⇒ (18) + 6 = 24
Bluff: 1d20 - 1 ⇒ (18) - 1 = 17
With a troublesome look on his face Garret starts the game. It is immediately clear that his game is indeed not the strongest, although he tries several ploys that are thwarted by Mavius. In the end Garret looses the game.
The things I need to do for the society...
"I will leave the talking to my companions as I need the attention at the game. You are a strong opponent my lord."
Manius Pindeloric |
Manius explain honestly that we would like his assistance in getting access to the dig site
Diplomacy: 1d20 + 1 ⇒ (18) + 1 = 19
"I'm sure we could be of assistance to each other, either now or possibly in the future as well. For a continuous beneficial arrangement for the both of us"
'Pinball' |
Pinball nods at Manius's explanation, watching Garret lose the game to the magistrate.
"Imagine if proof of Cheliax's claim is discovered here, through the Taldor connection," she says. "Imagine what that would mean for the local magistrate who enabled that to happen, even. I'm certain that certain people back in Cheliax would look favorably upon that sort of management," she says with determined brightness.
Pinball is being honest but trying to appeal to his own sense of advancement and the chances that he'll profit from this, etc.
Diplomacy: 1d20 + 12 ⇒ (9) + 12 = 21
Theleb Ka'arna |
Diplomacy (Aid Another): 1d20 + 1 ⇒ (5) + 1 = 6
"We are very eager to start as soon as possible. Sadly we did not count on the need for papers to depart the city for the countryside, The delay is most unfortunate."
Our Mysterious Benefactor |
Mavius claps his hand as Garret gives him a close game but 'loses' at the pivotal moment. "Excellent! Excellent! A great game and a great cause. I have heard some wild tales about the exploits of Pathfinders. I’d like to hear more of your adventures, or perhaps you’d like to showcase your considerable skills!”
Your last hurdle is impressing Mavius with your exploits or abilities. You may use any appropriate skill, ability or even attack, if you choose to demonstrate combat prowess. Be sure to describe what you do!
Garret |
"Would you mind if I dropped your bodyguard here on the floor?" Garret asks. He waits for an affirmative answer and drops low. His foot lashes out and the guard drops to the floor. Garret already stands, poised to land his knee in the crotch of the fallen man but stops just in time.
Trip: 1d20 + 17 ⇒ (10) + 17 = 27
Our Mysterious Benefactor |
Mavius lets out a squeal of delight as the bodyguard is dropped to the ground. "Excellent! I cannot wait to hear how your expedition will turn out, so I will help you get there quicker. I will expedite your permit and waive the permitting fees; you may leave upon the morning tide! Good luck, Pathfinders! May the god smile upon your quest!" Mavius claps and a clerk steps from an alcove and nods, heading off to fetch the paperwork. Your voyage is begun!
Finalize any purchases and we're start tomorrow!
Garret |
Garret extends his hand to the guard on the ground and helps him up. "Thank you."
No purchases for me
Our Mysterious Benefactor |
You set sail at dawn. After a long day at sea, you approach your destination. The last rays of the setting sun light up a bluff to the southeast that towers over the desert. Ruined buildings and leaning towers jut up from the plateau on its top as ominous clouds loom to the south of Ibhir—a sandstorm roars across the desert toward the ruins.
DC 20 Survival check! If you succeed, you get a +2 on each of the following checks.
The only cover in sight is the Chelish camp’s sandstone building, and you need to reach it before the storm reaches you. Doing so requires a series of three skill checks that all of the PCs must attempt, and the PCs succeed at each of the three challenges as a group if at least half of the PCs succeed at that check.
First, the PCs must hurry their mounts toward the bluff with a successful DC 16 Ride check. Second, the PCs need to lead their mounts along the treacherous path that snakes up the side of the bluff, requiring a successful DC 19 Ride check or DC 17 Handle Animal check. Finally, at the top of the bluff, the PCs must navigate the stinging sand and locate the Chelish camp with a successful DC 19 Perception check. If a PC elected not to ride a mount, for the first two checks he must instead attempt a DC 15 Constitution check followed by a DC 19 Acrobatics or Climb check; he gains a +2 bonus on these checks if his movement speed is at least 40 feet.
Theleb Ka'arna |
With Guidance Survival DC20: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 Joy
Ride DC16: 1d20 - 1 ⇒ (6) - 1 = 5
Handle Animal DC17: 1d20 + 2 ⇒ (2) + 2 = 4 Not much help here ... Sorry
Perception DC19: 1d20 + 6 ⇒ (16) + 6 = 22
Phffft ... sand is so annoying. It gets everywhere!
Garret |
Survival: 1d20 + 2 ⇒ (10) + 2 = 12
1: Ride: 1d20 + 6 ⇒ (8) + 6 = 14 No
2: Acrobatics: 1d20 + 15 ⇒ (2) + 15 = 17 Yes
3: Perception: 1d20 + 12 ⇒ (17) + 12 = 29 Yes
Garret hurries his pony towards the cliff, but the beast's small legs are no match for the storm. At the base of the climb the halfling dismounts, leading his animal up by the reigns. The lithe monk easily skips over and between the stones that would make an ascend by horse or pony quite difficult. Finally at the top he waits for a second and points to a spot in the sandstorm "There it is! Follow me!"
Blanmieux |
survival: 1d20 + 4 ⇒ (16) + 4 = 20 Just. So that is + 4 because Blanmieux walk at 40ft right?
con+4: 1d20 + 7 ⇒ (8) + 7 = 15Yes
climb: 1d20 + 15 ⇒ (1) + 15 = 16 GM roll climb: 1d20 + 17 ⇒ (6) + 17 = 23Yes
perception: 1d20 + 8 ⇒ (16) + 8 = 24Yes
Blanmieux is sad to not have demonstrate to Mavius his incredible speed to find a book in a library.
Sensing the sandstorm, the librarian speeds up, leaving Garret and Theleb in the dust. His solid constitution takes the hit and he climbs toward the ruins.He finds easily the place Garret points.
Manius Pindeloric |
Survival: 1d20 + 0 ⇒ (5) + 0 = 5
Con: 1d20 + 1 ⇒ (15) + 1 = 16Yes
Climb: 1d20 + 9 ⇒ (4) + 9 = 13No
Perception: 1d20 + 0 ⇒ (15) + 0 = 15No
Opting to climb up to avoid the stinging sand Manius decides to try to climb a sandy hill but the weights he is carrying with him slows him down so much that he can't keep the sand out of his eyes and he fails to follow in Garret's footsteps
'Pinball' |
Can't make the Survival check. Once we're off the ship and on land, I would prefer to go on foot, but only if I can reasonably keep up, so I'd use my wand of Longstrider for each hour of travel; I don't know how many that would take. I have to UMD the wand, however.
UMD hour 1: 1d20 + 9 ⇒ (7) + 9 = 16
UMD hour 1, take 2: 1d20 + 9 ⇒ (1) + 9 = 10 Going to reroll that 1 using my Eternal hope ability.
UMD hour 1, reroll: 1d20 + 9 ⇒ (11) + 9 = 20 Wand activated
Constitution, DC 15: 1d20 + 2 ⇒ (16) + 2 = 18 Success
Acrobatics, DC 19: 1d20 + 11 ⇒ (19) + 11 = 30 Success
Perception, DC 19: 1d20 + 1 ⇒ (5) + 1 = 6 Fail
Pinball spends a little time when they reach shore in tapping herself with a blue wand. After a few attempts, she succeeds in moving faster. She holds up well in the heat, and has no trouble at all scaling the rock face, but at the top she can't find the building in all the stinging, blowing sand.
Our Mysterious Benefactor |
With a little squeaking, you manage to make it!
The storm is raging as you stagger into the Chelish camp. Sand gusts into the building through the open door to the west and the southwest corner of the canvas roof, where the broad tarpaulin has broken free at one end. The canvas strains violently in the wind as the rest of the bindings begin to pull loose. Only half of the building’s original floor still exists to the south. A ladder descends ten feet to a ledge below, and another ladder descends further into a jagged crack in the ground. A campsite sprawls across both ledges, and several bloodied corpses are scattered throughout.
The canvas roof is threatening to pull away, which would expose you (and the site) to the harsh desert winds. If you wish to secure it down, I need a Climb check, followed by a STrength check to secure it!
Garret |
Garret eyes the flying canvas roof and then looks up to his taller companions "That seems like a task for you, I'll see if I can determine what happened here"
He then goes to check on the bloodied corpses Heal: 1d20 + 2 ⇒ (4) + 2 = 6
Theleb Ka'arna |
Theleb declines to climb ... given how poorly he does that ... then offers to help Garret examine the bodies ...
Heal: 1d20 + 10 ⇒ (10) + 10 = 20
Our Mysterious Benefactor |
The corpses appear to be those of native workmen. They seem to have been killed with ragged blades.
Blanmieux |
Blanmieux will try to climb on take roof. He use his weight to help stabilise it.
climb: 1d20 + 11 ⇒ (6) + 11 = 17
strength: 1d20 + 4 ⇒ (14) + 4 = 18
Redemption has a downside, you lose strength
-Posted with Wayfinder
'Pinball' |
Pinball looks up at the roof fluttering overhead out of her reach. She... tries to help?
If Aiding permitted:
Aid Blanmieux's Climb: 1d20 - 1 ⇒ (5) - 1 = 4
Aid Blanmieux's STR: 1d20 - 1 ⇒ (18) - 1 = 17
It is tough being a three foot tall not-very-strong person.... Still, Pinball digs her rope out and tries to help lash down the bits of canvas Blanmieux wrestles low.
Our Mysterious Benefactor |
Between Blanmiuex and Pinball, the tarp gets pulled down and retied, tighter than before. Outside the storm howls, but in here... in here is safe.
At least until the skeletons slide from the shadows, ancient weapons in hand.
init Manius: 1d20 + 0 ⇒ (1) + 0 = 1
init Pinball: 1d20 + 3 ⇒ (6) + 3 = 9
init, Garret: 1d20 + 7 ⇒ (15) + 7 = 22
init, Blanmieux: 1d20 + 0 ⇒ (2) + 0 = 2
init, Theleb: 1d20 + 4 ⇒ (11) + 4 = 15
init, Skeletons: 1d20 + 5 ⇒ (10) + 5 = 15
Init:
Garret and Theleb!
Skeletons!
Pinball, Blanmieux and Manius!
Garret and Theleb are up! Please note the northern floor is 10 fete below the northern floor, and the dark area is a drop down into darkness!
Manius Pindeloric |
Manius starts to move to help Blanmieux to secure the canvas when he notices the skeletons emerge..he's too shocked to react for a fraction of a second and slowly start to compose his mind, ready to act again
Not doing anything since it's not my turn to act. Just letting everyone know I'm around. And just in case it would come up I have combat reflexes
Garret |
Garret moves forward to the skeletons and tries to trip one of them red with his hanbo
trip: 1d20 + 18 ⇒ (3) + 18 = 21
stomp: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
AC just 19
Theleb Ka'arna |
Round 1 Spirit Warden Channel (1 of 4)
Theleb will channel to harm undead (30ft R, Will DC 12 for 1/2)
Positive Harm: 2d6 ⇒ (5, 6) = 11
Our Mysterious Benefactor |
Garret trips the skeleton nearest him and it falls to the ground, but his stomp is thwarted when it deftly dodges him!
Theleb calls upon the spirits and a blast of positive energy flows from him!
Will: 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20
Will: 1d20 + 3 + 4 ⇒ (18) + 3 + 4 = 25
Will: 1d20 + 3 + 4 ⇒ (11) + 3 + 4 = 18
The blast seems to catch the skeletons, but doesn't hurt them as much as he would wish.
HP 12/17
HP 12/17
HP 12/17
The red skeleton stands! Attack of opportunity from Garret! The other attacks Garret, moving with military precision! Attack vs Garret: 1d20 + 7 ⇒ (18) + 7 = 25 for 1d8 + 5 ⇒ (4) + 5 = 9 damage!
Possible crit: 1d20 + 7 ⇒ (13) + 7 = 20 for an additional 1d8 + 5 ⇒ (5) + 5 = 10 damage!
The third skeleton moves over to the ledge and tries to climb! Climb: 1d20 + 3 ⇒ (5) + 3 = 8 It fails to catch a break and lurks at the bottom of the cliff.
Pinball, Blanmieux and Manius are up!
Manius Pindeloric |
Seeing Garret get himself involved with 2 skeletons Manius moves up to lend some assistance. Remembering his confirmation he draws a blunt weapon to best deal with skeletons..breaking bones works so much better then slashing away at flesh and blood they don't have anymore.
To hit AC: 1d20 + 11 ⇒ (12) + 11 = 23
Bludgeon damage if hit: 1d10 + 7 ⇒ (2) + 7 = 9
Blanmieux |
Skeleton... I don't need to be angry about that. thinks Blanmieux.
Blanmieux pulls his earthbreaker from back and swings very hard his weapon toward the head.
attack (+1 because he is up): 1d20 + 10 ⇒ (2) + 10 = 12
damage: 2d6 + 12 ⇒ (6, 1) + 12 = 19
-Posted with Wayfinder