Ruslo
|
Geography: 1d20 + 5 ⇒ (8) + 5 = 13
Local: 1d20 + 6 ⇒ (5) + 6 = 11
"Hey... uh... Fuzzzy? Is your hat talking?"
Dylph
|
Knowledge (History) Untrained: 1d20 ⇒ 3
Knowledge (Local): 1d20 + 6 ⇒ (17) + 6 = 23
Dylph nods as he looks to his companions. "I know a bit about Thuvia and Pashow in particular...let me share with you what I know..."
Feel free to look at the Knowledge (Local) spoilers up to 20+
| GM Nowruz |
Lady Glorianna Morilla smiles, seemingly pleased that you are already sharing our knowledge.
Lady Ziralia's look is more of perceptive concern, and she sighs.
“As I already stated, Emir Guldis has hired us to test the defenses he has arranged. You are correct that we want the heist to be as successful as possible.
Pashow’s citizens favor magic, so expect constructs, illusions, and traps within the transport itself. The convoy’s wardens will likely be soldiers and trained animals. The Emir assembled two independent teams to prepare the escort and the transport itself, so I recommend performing reconnaissance at the guard barracks and workshop building the transport. Learning their vulnerabilities on site should help you plan an effective heist.
Insofar as ulterior motives, be they the Emir's, or my father's... it is a delicate matter. If you prove your ability to exercise discretion and subtlety during the tasks I have laid before you, perhaps we can discuss the situation.”
Any more questions?
Lady Naysha
|
| 1 person marked this as a favorite. |
Lady Naysha -- who is completely used to strange things happening -- is not surprised at all that Fuzzzy's hat has started talking.
No more questions.
Fuzzzy
|
| 1 person marked this as a favorite. |
"Is it?" Fuzzzy asks.
Fuzzzy
|
| 1 person marked this as a favorite. |
Fuzzzy smiles. "So it is! How delightful!"
Fuzzzy
|
| 1 person marked this as a favorite. |
"I suppose being quiet got boring." He remarks.
Fuzzzy
|
| 1 person marked this as a favorite. |
Fuzzzy smiles. "That confirms it! I'm glad we got that sorted."
Ruslo
|
"Well Fuzzzy. I think that hat suits you."
No more questions.
| GM Nowruz |
Lady Morilla grins and gestures a hand to one side in front of Lay Ziralia, "Don't worry, this is Fuzzy ... he is another of our specialists."
Lady Ziralia frowns. "Lady Morilla, this is a stealth and infiltration mission. You must forgive me, but I doubt the Emir has any 'specialists' in his employ that behave like this."
Lady Morilla smiles more broadly. "Oh, Fuzzy can take many forms. Can't you? Maybe the form of a more inconspicuous 'specialist'?"
Fuzzzy
|
Fuzzzy smiles brightly as the others talk about him. He strokes his beard and strikes a very 'regal' pose. But he just looks like an old man giving a goofy smile.
Lady Naysha
|
"Oh, don't worry! Fuzzzy's always great on missions! Bobby keeps him in line!"
Ruslo
|
Ruslo grins. "No worries. We'll get the job done! The old man included."
No more questions.
| GM Nowruz |
Lady Morilla raises an eyebrow, and looks over at Fuzzy, sharing her concern discretely.
"The society has always trusted their members and I hope that I can trust you. You all are a reservoir for great power, and we feel it is our duty to make sure that power is used towards the goals of learning and justice. I know you will learn well from my example, and perhaps you can even join me ... in my more private goals." She looks at Lady Naysha, the only member of her faction in the room.
Lady Ziralia smiles kindly at Lady Morilla, and continues speaking.
“I’ve recruited Abadaran priests to stabilize any guards who are critically wounded during your operations, so using force is permitted. I would ask that you refrain from excessively lethal tactics, however, as it would be best for this exercise to proceed without casualties. That being said, I strongly advise against trying to simply overpower the guards. You are likely to find yourselves outnumbered. If you can complete the mission without any violence, all the better.”
She turns to the lady Morilla . "Your agents will need to learn the convoy’s route through the desert in order to find the best place for an ambush. I imagine Guldis’s navigators will debrief the convoy’s escorts before the practice run, so spying on the guard barracks will help you plan your attack.”
| GM Nowruz |
Lady Ziralia pauses for a moment.
""I know the guards are short-staffed and the convoy workshop needs skilled artificers, so posing as new recruits may get you far if you have the skills to back up your claims. You might also be able to pass as supervisors sent by Guldis, as long as you can avoid suspicion from middle management. Of course, there’s always the option of just sneaking around and stealing information. Don’t get caught engaging in suspicious behavior or this little test will be over before it begins. You are likely to meet with far more success if you to divide your forces between the two sites to cover more ground. You only have three days before the practice run, so every minute counts.”
She seems to carefully look over the gathered group, a rag-tag bunch by any account, as if she might have her doubts.
"Both sites are preoccupied with preparations, so anything could happen. Your most likely obstacles are traps protecting the officers’ notes and guards interfering with your surveillance. My advice is to either blend into the background or make a positive impression; overseers are more likely to scrutinize a nuisance than someone they enjoy. Also, watch out for anyone else spying on the operation; with so much at stake, we can’t afford to miss any foul play for the sake of our own heist.”
She laughs briefly and quietly, and continues.
"You could try to sabotage the wagon... if you can call it that ... transport would be a better word ...before it sets out, but the key is that we want to fully access where there might be gaps in their defenses. So we don't want them to just cancel the trip."
Dylph
|
"I will sneak into the barracks and try to ascertain their route...and any other plans..."
When the party is ready, Dylph will attempt to spy on the guard barracks...
Stealth: 1d20 + 11 ⇒ (15) + 11 = 26
Acrobatics: 1d10 + 12 ⇒ (4) + 12 = 16
Escape Artist: 1d10 + 11 ⇒ (9) + 11 = 20
| GM Nowruz |
Ziralia seems to think for a moment, and then resumes talking, "I should mention that his is a trial run, so a less powerful elixir will stand in for the sun orchid elixir during this exercise. If you successfully locate and steal the mock elixir, however, you may keep it. Your payment will also be based on your performance, so please take this exercise seriously.”
“The Emir himself sanctioned this heist, so no one involved will be breaking the law. If Guldis’s men imprison you, I will ensure you are released, but being captured will not reflect well on your performance in this exercise, or on my trust in you.”
Lady Morilla daintily sets down her teacup, and stands gracefully.
"Well then," she says, straightening her skirts, "I can't imagine any other information Lady Ziralia could have for you. Off you go."
She smiles, and gently gestures towards the door.
| GM Nowruz |
Before the PCs depart for Pashow, Lady Gloriana summons you to a secret meeting. Gloriana sees Zinlo as a rising star in Inner Sea politics, and believes helping his daughter offers an opportunity to learn more about the ambitious prince.
She asks Lady Naysha to collect information pertaining to Zinlo’s associates and political machinations while she participates in Ziralia’s heist.
| GM Nowruz |
After concluding their business in Aspenthar, the Pathfinders undertake a long journey across the desert, traveling with the camel caravans, until they finally arrive in Pashow, in southern Thuvia.
It is a large town, but the smallest of the Thuvian city states, and the most vulnerable.
The adventurers divide into two groups and make their way to their respective targets.
PLEASE SEE DISCUSSION.
Dylph
|
Sorry, guess I jumped the gun on my earlier post...
Dylph eyes his companions. "As I'm no good at disguise and talking, I'll tackle the barracks. I'll sneak in and try to figure out their route and any other plans they might have..."
The rogue will use his various thieving skills to infiltrate the guard's barracks, staying as concealed as possible while eavesdropping and pilfering/reading what missives he can find...
Stealth: 1d20 + 11 ⇒ (13) + 11 = 24
Acrobatics: 1d20 + 12 ⇒ (5) + 12 = 17
Escape Artist: 1d20 + 11 ⇒ (15) + 11 = 26
Fuzzzy
|
Fuzzzy smiles. "Wonderful! What are we doing again?"
Fuzzzy
|
"Ah, yes! Quite right! How exciting!"
Fuzzzy
|
"Bobby and I will apply for a job as a mage at the workshop! We'll have a great time!" He nods his head and smiles. "I'm a wizard, you know."
Bobby the Owl
|
Bobby tries to aid Fuzzzy on all of his checks.
Knowledge (Arcana) to AID Fuzzzy: 1d20 ⇒ 1
Knowledge (Religion) to AID Fuzzzy: 1d20 + 3 ⇒ (20) + 3 = 23
Spellcraft to AID Fuzzzy: 1d20 + 9 ⇒ (4) + 9 = 13
Fuzzzy
|
Knowledge Arcana: 1d20 + 9 ⇒ (19) + 9 = 28
Knowledge Religion: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Spellcraft: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Lady Naysha
|
Lady Naysha grins. "I'm going to get myself hired on as an entertainer. Everyone needs to take a break once in a while! And if they don't let everyone watch, maybe the people in charge will let me perform! I'm a magician! And I tell great jokes!"
I am going to try to get hired as a performer who can put on a show for the workers in the evenings. I can use Perform Comedy, Profession Magician, and Disguises to impersonate people or sleight of hand to do stage magic. Is that okay?
Ruslo
|
Ruslo considers the options. "Hmmm... I think I'll put my skills to the test as an engineer! Yeah. That's what I am... Right old man?" He claps Fuzzzy on the back. He will not ear his armour while in the workshop).
Disable Device: 1d20 + 9 ⇒ (5) + 9 = 14
Disable Device: 1d20 + 9 ⇒ (17) + 9 = 26
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
He also keeps an eye out for Fuzzzy.
Ranus
|
With at least a couple of people taking care of the workshop, Ranus tries to fit in at the barracks.
He'll work with the animals and soldiers riding drills.
Ride: 1d20 + 7 ⇒ (18) + 7 = 25
Ranus uses his knowledge of herbalism to make some remedies for minor ailments the animals might suffer from.
Profesion(Herbalism): 1d20 + 6 ⇒ (16) + 6 = 22
Through it all, he tries to keep a keen eye on what the soldiers are like, any secrets they spill, or learn of their behavioral tendencies that might help them later.
Sense Motive: 1d20 + 8 ⇒ (11) + 8 = 19
Suna Ellia
|
Suna and Sita use plant shape to try to be invisible at the barracks. They listen (and watch) for what happens around them.
Sita perception, aid Suna: 1d20 + 5 ⇒ (11) + 5 = 16
Suna perception, aid from Sita, alertness: 1d20 + 8 + 2 + 2 ⇒ (15) + 8 + 2 + 2 = 27
Lady Naysha
|
Lady Naysha is a great performer!
Perform Comedy: 1d20 + 8 ⇒ (14) + 8 = 22
Profession Magician: 1d20 + 5 ⇒ (9) + 5 = 14
Sleight of Hand: 1d20 + 8 ⇒ (5) + 8 = 13
While spying, Lady Naysha pays close attention to what the people in charge look like.
Lady Naysha can use magical disguises, and will probably impersonate someone important later.
| GM Nowruz |
Lady Naysha is a great performer!
[dice=Perform Comedy]1d20+8
[dice=Profession Magician]1d20+5
[dice=Sleight of Hand]1d20+8While spying, Lady Naysha pays close attention to what the people in charge look like.
Lady Naysha can use magical disguises, and will probably impersonate someone important later.
Looks good! I like the idea! In the Workshop I assume. [
| GM Nowruz |
Suna and Sita use plant shape to try to be invisible at the barracks. They listen (and watch) for what happens around them.
[dice=Sita perception, aid Suna]1d20+5
[dice=Suna perception, aid from Sita, alertness]1d20+8+2+2
Great! Can you give me rolls for day 2 and 3 as well please.
| GM Nowruz |
DAY 1 - Guard Barracks
SETTING
The transport’s escorts reside in a single barracks, where they plan routes, train animals, and prepare for the harsh environment.
Guldis’s penchant for teleporting elixir shipments left him with few veteran escorts, so Pashow’s current recruits are inexperienced. As a result, the senior officers are desperate for skilled fighters and take on any recruit who demonstrates talent in a required field.
The barracks is a sandstone complex with thick walls and few windows, designed to shelter trainees from prying eyes. Recruits share bunks in the easternmost building, adjacent to the officers’ quarters where the Emir’s appointed overseers supervise preparations.
The western building contains an armory and a mess hall, each guarded by more experienced sentries. The buildings surround a massive training field, where recruits spar and practice on dummies while wranglers train guard animals in the southeastern paddock.
Animal training, led by Ishyal.
The first day revolves around training the convoy’s guard animals. Handlers teach tricks to a pack of barely domesticated Thuvian desert dogs—vicious beasts native to the barren wasteland—while recruits learn tactics for fighting with them.
Ishyal is a boisterous Qadiran woman covered with scars. She loves the outdoors and views buildings as cages that prevent living souls from reaching their full potential.
* * *
Player's choice: Dylph, Ranus, Suna
You think that you could start working with Ishyal through the heat of the mid-day sun and could gain her favor.
All who are at the barrack may interact with Ishyal. If you want to do so please roleplay your interaction and give me a d20 roll. The interaction will have positive effects but potentially also negative effects. After your potential interaction I will resolve your successes.
Suna Ellia
|
day 2, Sita survival aid: 1d20 + 2 ⇒ (11) + 2 = 13
day 2, Suna survival, with aid: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
day 3, Sita survival aid: 1d20 + 2 ⇒ (18) + 2 = 20
day 3, Suna survival, with aid: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22