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With all the guards in the illusionary fog dispatched, Gbagbe lets the spell fade away, thinking to himself, Wow, that monkey made short work of them! I'll have to find out what his name is. He raises his wand and aims along it at the last guard standing and says, "Pew!" A bolt of magical force shoots out and strikes the guard!
Magic Missile at Purple: 1d4 + 1 ⇒ (1) + 1 = 2 (49 charges left on wand)
Chuckling a bit at the wizard wrestling match, Gbagbe has an idea! "Hey, those two are keeping each other busy! Let's deal with this last guard and leave them to it, and we can just grab the...uh...stuff we were supposed to get!" His curiosity then gets the better of him and he scrambles forward and up the wheel of the wagon to look inside.
GM - not sure what sort of knowledge check is needed to identify the thing in the cage? Gbagbe has a +7 to arcana, dungeoneering, local, nature, planes and religion, so I'll just roll with that bonus:
Knowledge: 1d20 + 7 ⇒ (10) + 7 = 17

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Robyyn takes the 5' step backwards that he should have earlier. He pokes his head into the wagon, to check in on the tussle going on. He looks at the Aspis wizard and draws on the power funneled through Ayrii to give the him a dark vision of his future.
5' step
Standard: cast Early Judgement (Will DC 16) on wizard (unsure which color?)
Move: cackle
You show one creature the effect of its life so far and what it might expect when it passes under Pharasma’s impartial gaze at the end of its life. Depending on the creature’s alignment and its adherence to its ethos, you can provide it a brief glimpse of the reward or punishment that waits for it when it dies by showing it a mental image of its destined plane in the Great Beyond. If the target is good-aligned, it is fascinated for 1d4 rounds on a failed save. If the target is neutral-aligned, it is confused for 1d4 rounds on a failed save. If the target is evil-aligned, it is shaken for 1d4 rounds on a failed save.
Evil Eye: -2 attacks (purple): 8 rounds + cackle
Evil Eye: -2 AC (purple): 8 rounds + cackle

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"Ah ha you have chosen to battle for your life! His Lord in Iron will be proud!!"
Oloch looks at the man in purple and takes a swing with his greatsword.
greatsword,Bull's Strength, Bless, PA: 1d20 + 9 + 2 + 1 - 0 ⇒ (17) + 9 + 2 + 1 - 0 = 29
Furious Focus meaning no negative for power attack
Slashing, Bull's strength, PA: 2d6 + 7 + 3 + 3 ⇒ (1, 5) + 7 + 3 + 3 = 19

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Sangkip saunters out of the fog as it abruptly vanishes, twirling his daggers as he walks up to the wagon to look inside.
So what's the deal, did we bribe one of them or something?
After someone there explains which one is currently on their side, Sangkip calmly stabs the other one. Assuming I'm in range, not exactly sure which spaces the wrestlers are in.
Dagger: 1d20 + 9 ⇒ (16) + 9 = 25
Magic Piercing: 1d3 + 6 ⇒ (2) + 6 = 8

GM Redelia |

That raven means you guys have 24 hours to finish up before we move on to the next part. Please check again what your actual mission here is, and concentrate on getting that done.
Oloch swings his sword and the last guard falls down, unconscious.
stabilize, purple: 1d20 + 1 ⇒ (4) + 1 = 5
(now at -10 HP, dying)
stabilize, blue, R3: 1d20 + 1 ⇒ (10) + 1 = 11
stabilize, blue, R4: 1d20 + 1 ⇒ (18) + 1 = 19
(-4 HP, stable)
stabilize, green, R3: 1d20 + 1 ⇒ (19) + 1 = 20
(-4 HP, stable)
stabilize, orange, R3: 1d20 + 1 ⇒ (11) + 1 = 12
stabilize, orange, R4: 1d20 + 1 ⇒ (1) + 1 = 2
(-6 HP, dying)
Sangkip's dagger slices at the hostile wizard, who then drops to his knees and pleads for his life.
combat over, rounds do still matter in terms of stabilizing your downed enemies.
When you search the hostile wizard, you find a potion, 2 scrolls, a wand, a spell component pouch, a spellbook, and a few gold coins. You also find a letter about the sale of a rare and magical creature to Jorston “Axetongue” Droaeb.

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Sangkip gives a madcap grin at the bill of sale, Well, sounds like Axetongue might be interested in our scaly friend here. He points to Oloch, How about you stand guard over the cage while we get these carts back on the road?
While the rest of the party decides who lives and who dies, Sangkip takes the distraction to swipe the currently friendly wizard's spell component pouch too.
Sleight of Hand: 1d20 + 11 ⇒ (14) + 11 = 25

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Oloch will spend the next few rounds casting stabilize on the grievously wounded to the not so grievous. Asking another to tie restraints as he goes along.

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Robyyn enlists his new Aspis friend in finding rope in one of the wagons and helping to tie up the remaining guards, wizards, and drivers after Oloch has healed them.
"See, there's no need for bloodshed when it can be done another way. And now, you too. Yes, hold your hands out for me. It's for your own safety." Robyyn slips the rope around the friendly Aspis wizard's wrists and ties them tight, satisfied that all threats are eliminated.
Once all are tied, he motions to the others to gather round, away from the prisoners. Quietly, he reminds them, "Remember, we're not to draw attention to ourselves as Pathfinders. Let's get the wagon with the gold, and bring that creature too. The white raven has flown; it's time to get back!"

GM Redelia |

Feuerseele, I am going to assume that you were not near the drivers or the surrendered wizard when you said that.
You stabilize and tie up all the enemies, and move the creature's cage to the wagon with the gold. You then take the wagon full of gold away from the camp. You easily find the horses tethered nearby.
How far do you take the Aspis wagons, guys?

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"Do think it best we drive an Aspis wagon into the city! Shouldn't we do our best to disguise it before riding in. Or should we tuck it away before we get to town and have The Venture-Captain send another group later to retrieve the gold and the creature in the cage to sell to this 'daggertongue'. Oloch does not ask questions as her speaks more making a statement really.

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Hamith thinks for a moment.
"I don't believe we have time to dally. I propose we remove all identifiers on the wagon and ride it into the city and deliver the gold."

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"Yeah, let's make sure the wagons don't have those snake markings on them anywhere and keep going," Gbagbe weighs in. "I don't want to leave the gold stashed somewhere, not if we can use it to buy that big key thing. Too risky."

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I was wondering about that as well. Let's ditch the wagons and the basilisk and head back to town with the gold. Thanks for the clarification, Redelia - always helpful in a PbP.

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Yes thank you. I agree. I was imagining just mounds of bags that we could not carry on our own.
However, when Hamith looks into the carriage and sees the amount of bags contained within, he looks back at the others. "On second thought, let us carry them so we don't have to worry about this wagon. It'd be more time removing the snakes than to carry this."
He starts distributing bags to the strongest group members on down and then gathers up enough bags for his own strength to allow. He will also carry the basilisk cage, being careful to keep the cloth over it.

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Robyyn likely carries little, but he helps make sure that there's an equitable distribution for each Pathfinder to carry, based on his assessment how much of a load they can handle.
He looks forward to hearing from Sheila about the gold, and the additional find of the basilisk. "I don't remember an 'Axetongue' from the party. Do you think this individual was part of the auction, or just another way for the Aspis to raise funds?"
Knowledge (local): 1d20 + 7 ⇒ (11) + 7 = 18

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"Ahh, no, not in the auction. I remember now; I've heard of 'Axetongue.' A local gamemaster, collects exotic creatures."
"Probably to present as challenges in his coliseum fights."
Robyyn waits to see if Sheila has another specific task for the Pathfinders. If not, he suggests they pay Axetongue a visit and see where that lead may go.

GM Redelia |

Sheila approves of your plan and sends you to go sell the lizard for more funds to be used in the auction.
Between the letter and the lizard, you easily acquire more money.
Good job, guys, that mission is done, so now we are just waiting for the overseer post to move us forward. You guys did very well on that.
I also want to remind you guys that I made an error about the mist. I kept it for this encounter, but in the future, it will take a will save (with +4 for being told it's an illusion) to disbelieve the mist.

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Excellent! I thought we were flailing badly at first, but Sangkip’s sneak attack, the successful charm to keep the wizards busy and Oloch’s smashing sure turned things around quickly. And I only used 1 spell!

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"Excellent work, uh," Hamith looks about for the monkey-like creature. "Forgive me, I must not have gotten your name. In any case, well done everyone."

Shifty |

***OVERSEER ANNOUNCEMENT***
Two hours before the auction is slated to begin, Sheila Heidmarch calls everyone back to the theater for another emergency briefing. She appears greatly agitated and her tenor is one of immediacy.
“My friends, we have little time and much work to do, so I’m going to make this simple. While you were dealing with the Aspis Consortium, my informants in the city investigated the individuals you reported on from last night’s gala. It seems a number of them have sufficient funds to jeopardize our efforts. In what little time remains, I need you to prevent as many of them from participating in the auction as possible. My agents will provide each of your groups with a mission brief. Once you complete the task, return here to inform us of the results, and we shall quickly set you upon another mission. Again, we need you to complete as many missions as you can before the auction starts. But remember to keep your efforts clandestine and try not to kill anyone important. We’re still trying to win the auction somewhat legally.”

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New day for these missions? If so, Robyyn has selected new spells for today. If not, let me know and I'll put them back to how they were after the Aspis caravan encounter.

GM Redelia |

Yes, it's a new day. You rested just after you got back from the Aspis Caravan raid, so you can swap spells and get back all daily use abilities.
I'll give you guys a better post to really get you going after I have my coffee. You wouldn't like what would happen if I tried to do a detailed post before that. :)

GM Redelia |

Shiela sends a messenger to your group offering you the choice of three missions:
1. Underbridge Exports: investigate the dubious Vaor family. Combat likely
2. The Good Doctor: investigate the source of Dr. Landis's funding. Diplomacy-type mission
3. Dead Woman's Debts: collect a sum of money a dead woman owed to the society. Combat likely
(there are more, these are just your starting choices. I will wait for three voices before moving forward)

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It looks like we have a few characters with good Diplomacy/Bluff, so Hamith will vote for the Good Doctor.
"This Dr. Landis looks interesting. We should discover where he's getting his money from, then perhaps turn our attentions to the Underbridge Exports. I don't like the sound of that organization."

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"Sounds good, Hamith," Gbagbe says hopping up on the back of one of the theater seats. "Maybe the doctor's got some interesting...medications. If he's that kind of doctor."

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Fine! Get the talking out of the way first then I can bring Honor to Gorum in battle."
Seems like a good plan to me.

GM Redelia |

Sheila's representative tells you, "I’m not sure yet how we can get Doctor Landis to back out of the auction, or if we fail, if we can outbid him; at least not until we know who is acting as his anonymous patron. I have a strange feeling about the whole thing. I doubt his patron has noble intentions and I suspect the good doctor is probably in a lot more trouble than he realizes. Go to the museum and see if you can get Doctor Landis to introduce you to his anonymous patron, or at least his patron’s contact. Once we know who it is, we can hopefully drive a wedge between the doctor and his benefactor."
You make your way to the museum, and find Dr. Landis lovingly polishing some of his exhibits. He looks up as you enter, and watches you approach.

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Gbagbe hops along next to Sangkip, the monkey and the frog making a duo like something from a folk tale. "Hi, Doc! I'm Gbagbe! We didn't meet at the...party thing. What kind of doctor are you?"
Gbagbe isn't particularly skilled at Diplomacy, but I'm happy to aid someone else's check. I can also use detect thoughts if it would get useful info for us, though it won't get him to introduce him to anyone. But I suppose a nice charm person might!
Diplomacy, Aid: 1d20 + 4 ⇒ (7) + 4 = 11

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Hamith lingers off to one side while the others make their introductions. He then strides over to the exhibit the good doctor is polishing and remarks, My apologies for the interruptions, but I have to say, these pieces are absolutely remarkable. My name is Hamith, sword knight of Iomedae, and in my adventures I've been to Tian Xia and back and yet I rarely find things such as these in such good condition. How did you manage to acquire so many good finds?"
Diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13

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Robyyn follows the others into the room, and allows the others to overwhelm the Doctor with introductions. He waits patiently behind as he summons power again through Ayrii; the bat rustles where he hangs inside Robyyn's nest of hair.
When he's able to get the Doctor's attention, he completes his spell with a simple "Hello. Do you have a minute?" He motions his arms out to indicate all of the Pathfinders as a group. "We were wondering if you could help us."
Standard: cast charm person (Will DC 16)
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

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We heard you were planning on making a play for the key,and that's great, "It belongs in a museum!" I'm always saying about stuff like this. But this will be a big bid, how're you and the museum planning to back that up?

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"Indeed," Robyyn agrees. "We've been hearing quite a few rumors that there are... how should we say it... shadow bidders? that are bidding by proxy. We just want to make sure that all of the bidding is fair, amongst known parties."
"Is the museum placing its bid by itself, or is there another party involved?"

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Ohhhh Sangkip winks, I've done some work with anonymous donors in acquisitions in my time. You've gotta make sure to vet them though. I've been on the wrong end of a backstabbing when dealing with that kinda person
Bluff: 1d20 + 8 ⇒ (19) + 8 = 27

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Gbagbe's big, bulgy eyes grow larger still and he stares with almost mad intensity at the doctor as he answers the party's questions, trying to discern what the man is thinking.
Use detect thoughts psychic ability, DC 11 Will to resist.

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Sangkip makes a good point! Would you like us to investigate your donor, just to make sure that everything is in order? It's really just for your safety. We'll be discreet."
Robyyn steps close, and leans in a little, as if to share a confidence. "This isn't something we would do for just anyone, you know. But I think it's best for you to be safe, no?"