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Holman considers briefly where their tasks are located. "I think we might be best served by dealing with the potions first, as Ralklain said. Then, however, I propose we gather the wagons before we purchase the goods - it should mean fewer times we have to go through any checkpoints."

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The varisian sorcerer, already playing his part of mercenary, answers in a deep, rasping voice: Agreed. It makes sense. However I'm under the impression that we wouldn't have been called if it worked without any problem on the way. I anticipate trouble, so let's remain alert.

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Rulked Tonics is the place where the alchemist is at?
But the caravan leader's office is very close to our location. If we go there now we could avoid having to cross the bridges more than once, and I believe it our most vulnerable spot, since we have no ships. Why don't we talk with him and negotiate to gather in the northeast, outside of the city?

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"Sure, but what if dealing with the alchemist takes too long? The caravan gets to the trading post, and we haven't negotiated anything yet, they turn around and head back and are angry with us for having wasted their time."

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Kuaizi ponders the discussion, then, "I agree with Holman-san. Find and deal with alchemist Senzer-san first, then head to Scevola-san to get wagons, take wagons to House Cartahegn for loading of needed supplies, and then head north."

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Ryskovich will ponder where to go first. His comrades all bring up valid points, and unfortunately there is no "correct" answer. He thinks for a moment,
I agree that the alchemist should be first. Heaven forbid we waste time and resources with the caravan simply hoping to get everything timed out right. Let's be careful to not arouse too many eyes in our direction

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"Unless anyone can think of a good excuse we can use when asked why we keep crossing and re-crossing the bridge, we should visit this Scevola first.
"Or, I suppose, we could instead cross the nearest bridge, see about both the supplies and the potions, then cross the other bridge and return over it either concealed in the caravan, or guarding it. That way the guards will not wonder why we are retracing our steps - either they will not notice us, or assume we are caravan guards who slept at an inn on the other side of the river."
Are the bridges guarded? What sort of buildings are on the South(?) bank of the river, the one we are on?

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Bloodcove is wild enough that there is no real guard presence, but in a town under the control of the Aspis Consortium, there are, no doubt, eyes everywhere.

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Kuaizi listens to the dwarf intently. "Caw! Switching bridges is a wise plan. We can also switch our route out of town as well, to throw off further suspicion. Perhaps head west, or east, in the direction of a city or other location where mercenaries might bring wagons." He looks to the others for an idea of such a place, "Just for a short time, then head north."

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Ok, I will post after work, when I get home. You can use this time for a little more roleplaying and discussion to flesh out your plan if you want.

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"Mind your own business! That would be my answer, cuz I'm a pirate!
I don't think there's too much to cover, except for going from place to place. I will go with Disguise to pass as a pirate. I'll leave the answers to the rest of the group and will try not to ruin the stage. I'm Silver Crusade and have made a few missions for the society already, so I might be recognized if I just pretend I'm a pirate. I'm not sure if I should banish Exitium for the time being, but i DON'T like the idea.
"If that doesn't work, the sword law will be applied. Make no hostage."

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GM - on our suggested roles, it would seem to be fairly reasonable to have one of us (high appraise/diplomacy) play the part of a merchant, and the others play the part of caravan guards (mercenaries, just in the kinder, gentler sense). Would that end up splitting the party, as we discussed before? I don't want to suggest it IC unless it won't cause issues for the group.

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Holman - I'll allow it. Choose who will be the Merchant, and who the Caravan Guard.
EDIT Then make your rolls for entering the first area.

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If you allow it (taking only a few features instead of the whole orcish appearance, I'd opt for half-orc features since it's not that uncommon here I imagine. I'll pass as a beastly guard.
Intimidate: 1d20 + 8 ⇒ (2) + 8 = 10
Alternatively, I'd take 20 on the disguise check for a total of 24, if you allow it.

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I have a +5 diplomacy so I guess I could be the merchant, unless you want to Hol?Would it be out of place for a merchant to be wearing studded leather, if so then I will ditch it in the caravan.
Take 20 on disguise = 22
diplo/intimidate for initial entrance: 1d20 + 5 ⇒ (17) + 5 = 22

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Holman has a +6 to both, and has bonuses/wrist sheaths for stashing daggers on his person, so I'm thinking he's slightly better suited to play the part. Assuming everyone else agrees...
Holman removes his bandoleer and stashes it in someone else's pack, then goes about disguising himself, hiding his remaining daggers, and assuming the part of the merchant.
Disguise (Take 20): 20 + 6 = 26
Sleight of Hand (Dagger (Left Arm), Wrist Sheath): 1d20 + 8 + 2 + 2 ⇒ (12) + 8 + 2 + 2 = 24
Sleight of Hand (Dagger (Right Arm), Wrist Sheath): 1d20 + 8 + 2 + 2 ⇒ (7) + 8 + 2 + 2 = 19
Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21

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The initial Disguise check has already been taken into account, this check is for the possibility of things that you cannot take into account. As for a merchant wearing studded leather, in a rough and tumble town such as Bloodcove, a merchant without armor (at least leather) would rarer than one with. Ral can do well as the Merchant (Diplomacy), better than he could as a caravan guard. Ral, roll what skill you want. With Holman's plan you can be either a Merchant or Mercenary.
A small bell rings as the door opens into Rulkep Tonics. Colorful bottles and bags of powder decorate the shelves, while curious, twisted roots and larger bottles lie securely beneath a glass countertop. Several disinterested customers mill about, eyeing newcomers suspiciously before pointedly examining the shelves once again. A gaunt, half-elven man steps out from a doorway behind the countertop, his dusky skin gleaming slightly from perspiration. He smiles crookedly from behind the counter. “Welcome to Rulkep Tonics, friends. What can I do for you today?” The shopkeep eyes the other customers uneasily for a moment before his expression shifts distinctly to fear. Silently but clearly, he mouths a single word: “Help.”

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Grinning savagely, Shandor doesn't blink and immediately acts, stepping forward and pointing at the exit:
You three. Leave. NOW! he shouts with emphasis, hoping to scare the customers, or at least shaken their resolve.
Intimidate: 1d20 + 8 ⇒ (2) + 8 = 10

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GM - Sorry, first time this has come up for me. Bluff skill says that it can be used to "pass hidden messages along to another character". Does that include NPCs?
EDIT - nm, superseded while I went and got a drink...

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Yes, it would work, though it may take a Sense Motive to glean any details to the message, I think... I will have to post the response to Shandor's action later.

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Morgrim returns the other customers' suspicious looks.
T10 Perception for 17 (and Sense Motive for 18, if needed). Are they armed? Does it look like they are interested in fighting us?

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Who does it seem like the shopkeeper is afraid of - one of us, one of the other customers, an invisible man holding a knife to his back?
How tall are the shelves in front of us? Will they provide cover should things get ugly?
Do I have time to sweep the room with detect alignment SLAs?

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"Caw!"
The hooded, brown-robed companion of the half-orc is rather alarmed at the sudden outburst. He reflexively takes a defensive martial stance, with his legs bent and apart, his staff angled to one side, and his free taloned fist raised forward, two talons circling pointedly towards the "customers." Though merely reacting to Shandor's suddenness with nervous expectation, Kuaizi's posture and severe expression inadvertently sends the message that he is ready to back up the Beast in battle, accidentally adding to the intimidation factor...
Aid Another action, grant Shandor a +2 bonus to his Intimidate check.
Intimidate: 1d20 ⇒ 18
Kuaizi takes in the room with his unseen, hooded eyes as he awaits any move from the others, remaining alert and observant to all phenomena: in the room, the customers, and the alchemist himself.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17

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Weird, I though I had freaking rolled it.
Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24
Ralklain uses the cover granted by his partners and the distraction of the 'costumers' to cast Mage Armor on Exitium. AC 20
The tiger jumps across the balcony and moves to protect the alchemist (W,W,W,NW,W,SW).
Acrobatics to Jump: 1d20 + 10 ⇒ (7) + 10 = 17

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Sure, feel free to delay my action to whenever suitable for the other group members' actions.

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Okay, if he has the opportunity, Holman will use Bluff to pass a secret message to the alchemist. RAW, the message is automatically understood if the bluff roll is high enough (DC 15 for a simple message, DC 20 for a complex one), and anyone attempting to eavesdrop has to beat the bluff roll with a sense motive roll of their own.
Holman engages in conversation with the alchemist, asking about the weather, the state of his business, and how it relates to his sister's horrible luck with men.
The message Holman would like to get across is something like: We are here to help. Are these other customers the source of your problem? Should we kill them, or simply remove them from the shop?
Bluff: 1d20 + 6 ⇒ (16) + 6 = 22

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Kuaizi Appraise (untrained): 1d20 + 1 ⇒ (3) + 1 = 4
@Morgrim, it seems that the shopkeep was indicating the three customers in the store. Each of them are armed with scimitars and wearing studded leathers.
The shelves along the wall are floor to ceiling. The free standing shelves and the stacks of boxes/crates are waist high, and are considered difficult terrain to traverse, and cost an extra square of movement to traverse.
Because you are not mindreaders or even used to working alongside each other yet, things happen in this order. You enter the shop, the shopkeep welcomes you with a subtly trembling voice, and mouths the word, help after looking at the three current customers in the store. Holman begins responding with a "coded" message, but before he can get three words out, Shandor reacts, roaring at them to leave! With Kuaizi's aid, he causes the three to fumble at their blades, drawing them with shaking hands. Ral has not been able to cast upon Exitium yet...
Holman: 1d20 + 6 ⇒ (15) + 6 = 21
Kuaizi: 1d20 + 5 ⇒ (19) + 5 = 24
Morngrim: 1d20 + 4 ⇒ (13) + 4 = 17
Ralklain: 1d20 + 3 ⇒ (7) + 3 = 10
Ryskovich: 1d20 + 4 ⇒ (1) + 4 = 5
Shandor: 1d20 + 8 ⇒ (12) + 8 = 20
Thug 1: 1d20 + 4 ⇒ (10) + 4 = 14
Thug 2: 1d20 + 4 ⇒ (11) + 4 = 15
Thug 3: 1d20 + 4 ⇒ (17) + 4 = 21
Initiative Order:
Kuaizi <-
Holman
Thug 3
Shandor
Morngrim
Thug 2
Thug 1
Ralklain
Ryskovich
Exitium
Kuaizi is up!

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Holman pulls a dagger from his bandolier and rushes around the nearest thug before he can react.
Move action: Retrieve a stored item
Move action: Map movement
Feel free to flank!

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Kuaizi swiftly springs to action, gliding over the boxes before him, somersaulting through the air, and finally landing on his two feet solidly before the nearest "customer."
"Drop your weapons NOW, and no harm will come to you!" Kuaizi threatens as he twirls his bo staff gracefully.
[move act] Move 20 ft., jumping atop boxes and moving another 10 ft. towards nearest enemy.
Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26
...
Hold the following action; triggered if self or ally attacked.
Kuaizi's foot swiftly attempts to kick the attacker before he can begin to swing a blow.
[std act] Attack Defensively, target whomever attacks him or an ally first.
Attack (unarmed strike) vs flat-footed: 1d20 - 2 ⇒ (11) - 2 = 9
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 non-lethal

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Thug 3 draws his scimitar, collecting what nerve he has left, and takes a swing at the halfling!
Scimitar: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
But Holman, easily ducks the swing.
Initiative Order:
Kuaizi
Holman
Thug 3
Shandor <-
Morngrim
Thug 2
Thug 1
Ralklain
Ryskovich
Exitium
Shandor, your turn.

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Shandor, unsure if allowed to kill the customers or not, hesitates for a second then grunts, obviously disappointed. He then moves forward, then casts a spell in a guttural orcish-sounding language.
Moving just south of Kuaizi and casting Color Spray. Since thug 2 is still flat-footed, I won't need to cast on the defensive.
Ash nazg fhulu dak, Naar dakon!
His hands emit a cone of eerie, colorful bubbles of light, drowning the two thugs in it.
Will DC 15 for each or (if 2 HD or less) unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round.
If 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round.

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Will Save Thug 1: 1d20 ⇒ 2
Will Save Thug 2: 1d20 ⇒ 6
Both men, overwhelmed by Shandor's magic, drop to the ground unconscious! Their companion makes a quick look over his shoulder, trying not to take his eye off his opponent for long.
Initiative Order:
Kuaizi
Holman
Thug 3
Shandor
Morngrim <-
Thug 2 (Unconscious) 2d4 ⇒ (1, 3) = 4
Thug 1 (Unconscious) 2d4 ⇒ (3, 3) = 6
Ralklain
Ryskovich
Exitium
Morngrim's turn.

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For low level encounters, it sure is. But it keeps you from using up resources too much, too fast!
Thug 3 Will Save: 1d20 ⇒ 15
Ralklain's spell starts to take hold, but the thug is able to shake it off!
Initiative Order:
Kuaizi
Holman
Thug 3
Shandor
Morngrim <-
Thug 2 (Unconscious) 2d4 ⇒ (1, 3) = 4
Thug 1 (Unconscious) 2d4 ⇒ (3, 3) = 6
Ralklain (acted round 1)
Ryskovich
Exitium

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Morgrim steps forward and levels a blow at the remaining thug. "Surrender and I might let you live."
Attack (Battleaxe, 2 handed, flanking): 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

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Morngrim swings hard, taking the thug off his feet. The man's body slides a few feet before coming to rest in the middle of the sales floor! END COMBAT. What do you plan to do with the three thugs, especially the two that will be waking up soon?
--
Assuming you identify yourselves as Pathfinders (since he is a Pathfinder contact), he comes out from behind the counter...
Senzer wipes his brow and wrings his hands in his leather apron. “Thank you, Pathfinders! I’ve been expecting you ever since I stopped contact. Tragic illness grips my poor son, Roald, and a woman named Lura Ichon claimed to have a cure. I signed away my entire operation to the heartless wench to cure my son, but the elixirs she sends every day are diluted with cheap rum to the point of being almost useless. In exchange she’s worked me sunup to sundown manufacturing drugs for her little den of vice, the Sanguine Pit.
“I know she found a real cure for my boy—tiny amounts of it in those elixirs she sends keep him from getting worse—but I can’t march into that bar of hers and demand it. And as soon as she learns what you did to her men, she’ll kill me and Roald, as sure as you’re standing here. I want to help you, really I do, but I gave the Society everything I had for three years. Now, I need you to return the favor. If you want any help supporting your excavation, I need that cure for my son, and some guarantee that Lura Ichon won’t dump us in the bay the moment you leave.”

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Kuaizi is impressed with Shandor's spell, "That's a neat trick." He swiftly whips out some sashes, and begins to bind the hands and ankles of the nearest thug, handing a couple to nearby Shandor.
Tie Up Thug #2, DC 22 to escape his bonds.
Just before Senzer speaks, Kuaizi, on hearing the commotion behind him, turns his head to peek. His beak drops open in horror at the sight of a bloody battleaxe protruding over the bookshelf, and a heavily bleeding third thug upon the floor...
"Caw!" Kuaizi springs to action, jumping to stop the bleeding and save the thug's life... he is too busy to respond to the alchemist just yet.
Heal (to stabilize Thug #3): 1d20 + 7 ⇒ (17) + 7 = 24
EDIT: Okay, post modified to account for end of combat.

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Good, that should do the trick. What is your ultimate plan with them? You can ask Senzer questions.

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Kuaizi's short-term idea is to keep them bound and get information out of them, if possible, about this Lura Ichon the potions dealer speaks of. Long-term, take them into custody, if possible. P.S. Hope you don't mind the bookshelf addition... Morgrim whacked the thug clear through a bookshelf, lol!
Edit: Nevermind about the bookshelf, edited it out of previous post (just realized the ones away from the wall are waist high, not ceiling high)

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The varisian sorcerer's grin widen as he answers the tengu. Neat trick, huh. Yes. But painless. However it keeps them alive for interrogation. That was your intention, yes? We shall do that. But first... He turns to Senzer. We need to know everything about this Lura Ichon. Where she dwells, hom many guards she have, what her weak spot is. Fret not, friend of the Society. When we are through we her, we'll make sure her successor won't seek revenge. We will get the elixir.

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Holman watches as the battleaxe comes out of nowhere (from his perspective) and sends the brigand sliding across the floor. He winces sympathetically. "Ouch! Remind me not to upset you..."
After Shandor explains their needs, Holman raises his hand. "I don't suppose it would be enough for me to sneak in, grab what we need, and leave?"