Qstor
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Let me make sure I understand: I'm posing as a guard/tracker/scout, or something like that, so I need to pick a skill to sell my story? Or am I being assigned a task?
Yes, the first day it's Animal handling or something like dog training. The dog trainer is outside in the yard.
I assume that something will take place with Ishyal - so just let me know when its my cue to roll HA and whatever the relevant face-skill or the like to try curry favour with this person - because that's what Lance is going to try do
@Lance - you can make a Diplomacy if you want and then a HA. If you're out in the heat please make a Fort Save.
Qstor
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"My name is Gravus Azhum. I have been sent to observe your operation and report back to His Excellency. This is my assistant, Yakim. For now, we wish merely to observe. Later, perhaps, we will audit your records."
The woman dressed in robes greats you as you enter. She seems not to worry about your presence. "Greetings, I am Temeera, mage of the facility. What ever you need sir please let me know?
Sense Motive: 1d20 + 1 ⇒ (2) + 1 = 3
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Jalthas wrote:3 days = 3 checks, then?
Jalthas poses as an enforcer, and tries his best to look fearsome.
[dice=Intimidate]1d20+9
Yep 3 days, 3 checks.
If you're out in the heat training dogs you'll have to make a Fort Save. Intimidate is fine. You YELL at the dogs to fetch and heel. :)
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Yakanzi wrote:Once he can find the time to do so Yakanzi will try and climb to a better vantage point to gather more information.
[dice=Climb]1d20+4
are you trying to hide?
~Lance~
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Lance gets over to the kennels to meet with the other trainers, "Lance" he offers by way of introduction "...such a finely trained bunch, a credit to their handlers" he offers in his genuine 'man of the people' manner.
"Looks like it may be a scorcher out there!" he offers as general conversation as he changes into more suitable attire of loose linens and light cloth cut in an Osirian fashion, and he fashions his Keffiyeh scarf into a hat. "My Mwangi human blood has me happy in the heat, but my fair elven blood occasionally leaves me wilted" he jests.
Hot weather outfit
Diplomacy 1d20 + 10 ⇒ (14) + 10 = 24
Handle Animal - Take 10 +10 = 20.
Fort save: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Yakanzi
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are you trying to hide?
Since Barrakhan and Yakanzi are doing the thief role and not the supervisor role when you asked to sneak around and Climb was allowable I picked Climb as my skill to use. Not sure what skills the thief group is supposed to use for the 3 day check.
Qstor
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Qstor wrote:are you trying to hide?Since Barrakhan and Yakanzi are doing the thief role and not the supervisor role when you asked to sneak around and Climb was allowable I picked Climb as my skill to use. Not sure what skills the thief group is supposed to use for the 3 day check.
no problem
Qstor
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Lance gets over to the kennels to meet with the other trainers, "Lance" he offers by way of introduction "...such a finely trained bunch, a credit to their handlers" he offers in his genuine 'man of the people' manner.
"Looks like it may be a scorcher out there!" he offers as general conversation as he changes into more suitable attire of loose linens and light cloth cut in an Osirian fashion, and he fashions his Keffiyeh scarf into a hat. "My Mwangi human blood has me happy in the heat, but my fair elven blood occasionally leaves me wilted" he jests.
"Yes I'm quite fond of animals she answers. You and your friends seem to have quite a way with them." turning to Jalthas she adds. '"You were quite firm with the dogs them really seemed to respond to your commands. I hope to see you around the area."Lance and the others whip the dogs into shape over the first day.
You've done well with the dogs. You've learned some commands, in the future, These command words allow the PCs to direct the desert dogs’ actions with a successful DC 10 Handle Animal check. can be done untrained
Qstor
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Temeera talks with Barrakhan and Yakanzi in the transport facility. She gets to know you both better as the day goes on. You see some crates in the workshop where she's been working. Your efforts in deception and sneaking around have appeared to pay off over the first day. You've investigated an alter and a compartment in the back corner. Temeera doesn't seem to notice anything suspicious.
You've identify the characteristics of the animated altar that
guards the elixirs, including all of its build points and
defensive abilities. You noticed that Temeera ordered
a few of the workers to take turns walking around the
transport’s interior in circles. You've also discovered a secret,
lead-lined compartment in the transport’s back left
corner.
Perception checks for Barrakhan and Yakanzi please
~Lance~
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Lance reports to the others, letting them know what he has found.
If nothing else occurs, he will check in on his mount, Flash, and just generally observe the routine and pattern of life in the area.
Yakanzi
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perception: 1d20 + 7 ⇒ (3) + 7 = 10
"Barrakhan look at that over there... over there... what do you mean what?... over there do you see that..oh never mind it was nothing..."
Qstor
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Barrakhan and Yakanzi don't see anything out of the ordinary in the compartment.
The first day passes uneventfully and everyone gets a good night's rest...
- - - -- - ----------
In the morning Lance and crew are ordered to report to Jaravo a tall Guarandi man. You were awaited early that morning by his shouts at the recruits.
"You call yourselves guards! I wouldn't let you watch one of my horses locked behind a 10' wall of stone! GET in line!"
day 2 is guard training. Anyone that didn't make a skill check can go ahead.[/b]
- - - - -
Day 2 at the facility a female halfing Lyshan watches workers building what looks like a large trap. They're assisted by wizards using arcane energy to fuel the trap.
She greets you as you head over..."Good morning..can I help you fellows?" A worker stubs his toe on a large rock in the area and she laughs. "That was funny!"
[ooc]day 2 is trap building with assist from the facilities wizards
~Lance~
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Lance wears his breastplate rather than his full plate, wondering if today will be cooler...
Melee based check, or a skill check? Is this another opportunity to 'Diplomance'? Or does Lance need to go get his horse and fire arrows whilst doing handstands on the horses back? :p
Qstor
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You guys can use any skill but you can use a skill only ONCE over the three days. For the guard training you can impress the drill sargent by making a Perform check or a CMD. Or another skill that you might feel is appropriate.
One thing I forgot was that yesterday after the dog training, you found 2 pieces of chocolate which you know can poison dogs. Each piece is big enough for a single dog.
And at the facility. You notice that you can identify the characteristics of the animated altar that
guards the elixirs, including all of its build points and defensive abilities. You also noticed that that Temeera ordered a few of the workers to take turns walking around the transport’s interior in
circles.
Dexter T. Rose
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Dexter does his best to impress the drill sergeant with his sharp eye for detail.
Perception: 1d20 + 13 ⇒ (13) + 13 = 26
~Lance~
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Hmm the chocolate is handy... that seems pretty careless to leave that laying around, good thing no one is playing a halfing!
Lance gets to work swinging swords...
CMB 1d20 + 8 ⇒ (1) + 8 = 9
yea, nah
Re-roll + GM Stars 1d20 + 8 + 4 ⇒ (8) + 8 + 4 = 20
Lance rankles a little at having to suppress his cavalier attitude and not simply offering the loudmouth the option of a duel and walk his talk. Lance eventually pulls it together though and gets on with the job.
Qstor
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Skills useful based on your "disguise" Engineer (Area B only): Build convoy with Craft (locks or traps), Disable Device, Knowledge (engineering), Perception, and Use Magic Device.
Guard or laborer: Blend in with Intimidate, Knowledge
(local), Perception, Profession (soldier), or Survival.
Mage or medic: Fill magical or medical needs with
Appraise, Craft (alchemy), Heal, Knowledge (arcana or religion), or Spellcraft.
Supervisor: Fool overseers with Bluff, Diplomacy, Linguistics, Profession (clerk or scribe), or Sense Motive.
Thief: Sneak in with Acrobatics, Climb, Escape Artist, Sleight of Hand, or Stealth.
@Barrakhan you think the workers walking around the alter has something to do because it's magical
Lance does little to impress the drill Sargent and accidentally knocks down a table in the area. make a STR check or escape artist to avoid drawing attention to yourself
Dexter impresses the drill Sargent with his keen eye. He learns that the guards use dancing lights as a signal to others. He is able to learn the code that they use to communicate.
~Lance~
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Lance tries catching the table, and being all subtle about it...
Str 1d20 + 3 ⇒ (15) + 3 = 18
Barrakhan
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I think I get it now. I need to make two more checks to pretend to be a supervisor, yes?
Diplomacy+Inspiration: 1d20 + 7 + 1d6 ⇒ (20) + 7 + (5) = 32
Linguistics+Inspiration: 1d20 + 7 + 1d6 ⇒ (4) + 7 + (3) = 14
When no one but Barrakhan and Yakanzi are looking, Barrakhan tries walking around the vehicle in the same path, just to see what happens.
Yakanzi
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Thief: Sneak in with Acrobatics, Climb, Escape Artist, Sleight of Hand, or Stealth.
Yakanzi tries to sneak in with Acrobatics...
Acrobatics: 1d20 + 4 ⇒ (5) + 4 = 9... and not too well either...
Qstor
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@Barrakhan yep
Barrakhan walks around the it a few times but nothing happens.
While, Yakanzi is clumsy and knocks over one of the traps and a compartment swings open. please make a Knowledge (nature) or Survival check
While in the barracks Lance manages to avoid anymore attention from the guards. He managed to dodge the table.
~Lance~
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Lance grins to himself at getting away with something.
"Seems we are slowly gathering up information, perhaps some details on the specific route would be helpful if we could find it..."
Qstor
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Yakanzi is able to keep the compartment from being exposed to the elements.
Anyone have Disable Device? Yakanzi and Barrakhan learned the DC of one of the traps
On to day 3....
At the facility Yakanzi and Barrakhan see a tall Guarundi man with a lot of piercings directing the workers. They learn his name is Duciar.
And at the guards barracks, Enyro a human woodsman sets up routes and paths for the caravan through the desert. Lance and crew also notice halfling in the scouts area.
~Lance~
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Is there a set up for 'Team Guards' on Day 3? Just need to know what to roll for :)
Yakanzi
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Yakanzi whispers over to Barrakhan during the sneaking around aspect of their mission...
"I hate this sneak stuff... when do we fight?" the half orc mutters under his breath...
Barrakhan
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Knowledge (local) and Inspiration: 1d20 + 7 + 1d6 ⇒ (14) + 7 + (5) = 26
Barrakhan uses his understanding of the local culture to maintain his ruse.
"We need to learn what we can before striking," he whispers back. "I'm sure your particular skills will be in sudden and violent demand before long, brother."
~Lance~
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Lance uses the day then to try and see if he can follow their guidance and perhaps make some observations about something other than himself...
Perception 1d20 + 4 ⇒ (3) + 4 = 7
Dexter T. Rose
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Sorry, I missed the change to day 3.
Dexter tries to sneak a peak at the maps, or overhear conversation between the navigators planning the route.
Blessed Infiltration on this.
Stealth: 1d20 + 10 ⇒ (9) + 10 = 19
Stealth: 1d20 + 10 ⇒ (14) + 10 = 24
Qstor
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@Lance the halfling tries to win you over and offers you a drink.
"You guys have been working hard! Here have a drink?"
@Dexter you're able to overhear the route that the caravan is taking and it will save you some time on the journey.
While over at the facility Yakanzi "barked" too hard at the mages who were lingered too long at the facility preventing the Pathfinders from searching the area thoroughly. So the other mages escort Yakanzi out.
But Barrakhan is somehow able to identify which locks hold are the main key to the vault where the exlir is stored and also finds some broken lockpicks near the vault.
~Lance~
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Lance looks the halfling up and down - "Thanks, I appreciate the offer - perhaps another time" he smiles thinly but civilly enough to try not to cause offence.
Lance has only had bad experiences with Halflings so far, including most recently in Cheliax where they were either organising to have him manhandled (and not in a good way) or being a bunch of two faced lying little creeps. As a result he's feeling a bit jaded about them. Salty, jaded, throwing shade.
~Lance~
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I probably blew something significant...! Lance is as lance is though, and a capricious cavalryman is what he is...!
~Lance~
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On questioning, Lance smiles conspiringly, "Best I have is a skeleton key, in my line of work one is sometimes needed... Best on cheap locks but you might get lucky. Broken lockpicks...I saw a halfling, probably his. Well intentioned or otherwise, they have a bent for nefarious activity"
Jalthas
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Already did mine way back, in fact. My 3rd roll was a failure, iirc.
Jalthas treads through the grounds in his imposing serrated armor, looking for malingerers. Yet his black helm covers most of his sight, thus preventing him from being efficient. Moving to Lance, he whispers "Thank the gods our training is over, I'm looking forward to being on the field again. The heat is stifling in that blasted armor..."
-Posted with Wayfinder
~Lance~
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Lance made that terribad Per check, I assume that was what was required for that activity... :p
Yakanzi
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back in the states now and should post more frequently. apologies.
dont think Yakanzi has any value rolling being outside after the puny mages kicked him out of their building.