Bask Rahid
|
"I will not break the law. I will refrain from casting spells while a guest in Rahadoum, unless doing so is necessary to save a life. Should that be necessary, I will face my punishment under the law."
Bask is a rare lawful good Hunter (thanks to the archetype)
Jahz the Wanderer
|
"Do you think they don't like wands here?" Jahz asks worriedly. "I've got a wand of cure light wounds in case someone gets injured, but if we can't even use that..."
| GM MattMorris |
Correct. Items that cast divine spells are contraband. You can try to sneak them in, but it will held against you if you are caught.
Bask Rahid
|
If we give our wands to Barrabas would that be ok? PFS has no distinction between divine and arcane wands and alchemists can cast cure light wounds as arcane I think.
Deadman Robb
|
Deadman Robb serves the Pharasmins without channeling the Lady of Graves's power or proselytizing. I don't think the Laws will be an issue for him.
Benedict Plinth
|
so I guess a shaman is a divine caster, but he's channeling the spirits of dead Pathfinders . . . so does that count? Seems like flavor wise, since it doesn't come from a divinity, it might be ok, but I get it if it's not.
Jahz the Wanderer
|
Jahz's skald spells are also arcane, so he could potentially use the wand(s) as well. And given the backstory on the pregen oracle, I don't know that "divine magic not directly from a deity" will work as an argument.
So, uh, don't get hit?
| GM MattMorris |
I think you could explain the wands belong to the skald/alchemist. Shaman is a bit of a grey area to me. For all of you, there's no divine objects to get you in trouble, but there are probably certain spells that most people would associate with "divine magic," so be careful who you cast in front of, I suppose. Some might be willing to listen to your explanation, some might be more suspicious.
Sounds like, in general, you are not going to try to hide anything, is that correct? And the only possible contraband are wands of cure light wounds?
Waze
|
Euh, I wrote yesterday that I put my wayfinder under my clothes or in my backpack if necessary. I don't know how the Pathfinders are seen.
Benedict Plinth
|
sound fair - I do have a bonded object and I think everything I prep can also be cast by an arcane caster, so I could pass for a witch or wizard. I do have a holy symbol of Soraylon listed in my gear, but if I knew I was headed to Rahadoum I would have left that behind. I do have some scrolls that have divine spells on them, and a wand of CLW, so I guess I need to hide the scrolls? Stealth, Sleight of Hand or something else?
Bask Rahid
|
Likewise Bask has a holy symbol of Sarenrae, but he's very lawful and if he knew it was illegal he'd have left it in a lodge before setting off
I'm glad my charity boon hasn't arrived yet or Bask would have the "Final Warning", a magic item Sarenrae gave to her herald. He certainly wouldn't leave that in a lodge!
| GM MattMorris |
Sleight of hand or Dexterity check to hide the scrolls. If you'd rather leave them with the caravan master, you can make arrangements with him to store them outside the city until you leave.
Benedict Plinth
|
Ok, that seems like a good plan - leave scrolls with caravan master.
| GM MattMorris |
Okay, plans for entering the city in place, the Pathfinders head to Azir.
The city’s sandstone curtain wall forces you to seek entrance at one of the massive gates, each of whose arches bears the brass symbol of Rahadoum: a set of open hands, palms out, over an ornamental shield inscribed with the Laws of Man. Each gate has a staff of six guards as well as two Pure Legion soldiers dressed in blue steel armor over white
garments, and they collectively question everyone entering Azir.
There’s still a line of several trade convoys and several dozen travelers, many of whom are tired from spending several hours standing in the sun and quietly complain about how much time this recent measure is taking.
"Unfortunate, but it can't be helped, considering the recent incidents," say Kazima as you approach. "Come, I will take care of this."
Kazima leads the way to the front of the line. Though it might earn you some harsh stares from those waiting in the late-evening sun, a glance at her uniform is enough to keep the crowd from getting restive.
When you approach the gate, the guards snap to attention. One fires off a crisp salute and greets Kazima, saying, "Welcome home, captain." Kazima nods quietly to the guards. "These travelers were helpful to me on my journey. Please inspect them so that they can enter the city."
Kazima says her farewells, instructing you to come find her at headquarters if you need help from the Pure Legion or if you happen to find out anything that might help her investigation.
The guard steps up to you and begins his inspection: The guards are respectful and orderly during the search, though their questioning is thorough and methodical. "Please state the purpose for your visit and declare any divine paraphernalia or illegal articles of worship for immediate confiscation. Such items include holy symbols, religious texts, divine artifacts, or even religiously suggestive tattoos or birthmarks."
The guard awaits your reply.
Deadman Robb
|
"Nothing to declare."
Robb waits to see what the party wants to say about the purpose of our visit. Surely we can't tell the guards we're here for a secret auction of banned religious items?
Barrabas
|
Barrabas tries to think of something not too unbelievable. We have heard Azir is a burgeoning trade hub and seek new contracts. Commodities and non-religious magic, of course.
If the manaket bank notes are not illegal Barrabas will show those off as evidence of trade intent.
Waze
|
The wizard will also let the most diplomat of the party express their intentions in the city. He simply says:
Nothing to declare.
Jahz the Wanderer
|
Well, looks like that's me!
Jahz steps forward, an easy smile on his face. "We've nothing to declare, officer," he says, trying to ignore the glares hotter than the desert sun drilling into the back of his head from the line of merchants. "We're looking to see the city and perhaps make a purchase or two while we're here. Do you know of any good souveneir shops where we could start our search, or a good bar nearby to wet our throats?"
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
| GM MattMorris |
"I'm sorry sir, but I'm a guard, not a local guide. Believe me, you'll have no shortage of eager young rapscallions offering to separate you from your coin in exchange for some local expertise once you enter the city." The guard finishing noting your information on a clipboard, "Which you are free to do now. Welcome to Azir. Walk forward to your destiny and remember to abide by the Laws of Man."
With that, the guards wave you through.
Waze
|
Once in the city, the wizard says: Well and now find Torvad Shalzadin. I suppose we should gather for information about him.
Bask Rahid
|
Bask lets out a huge breath that he'd been holding once their inside the walls. He's clearly not cut out for undercover work, and looks shifty and nervous.
He leans in and whispers too loud "There is also Inusi Mendalari, the venture captain said Torvad might be staying with her"
We had a date of 7 days from the briefing I think, how much time is left?
Benedict Plinth
|
Diplo aid to gather info?: 1d20 + 6 ⇒ (19) + 6 = 25
| GM MattMorris |
It takes you 90 minutes to gather some information about your contact.
Torvad has an upstairs room in a tavern called the Efreeti’s Flame. The owner and keeper of the Flame hasn’t heard from him in weeks, but Torvad instructed the innkeeper to send any couriers bearing letters during this week to the Mendalari Estate in the Artisan’s Souk.
Torvad has been seen coming and going from a manor in the Artisan’s Souk that belongs to Inusi Mendalari, a prominent architect in the region. It’s rumored Torvad has been appraising a large collection of artifacts for her, but no one knows exactly what he’s been examining. (This also gives you the location of Mendalari's estate.)
Torvad has grown exaggeratingly paranoid in the last few weeks, and several individuals report his claims that a strange creature with golden skin is stalking him. While no one has taken him seriously, he’s been walking the streets of Azir more heavily armed than usual.
The Pure Legion has been investigating Torvad for some time, believing that he is part of an illegal criminal ring smuggling divine artifacts in and out of the city. In a pinch, turning Torvad over to the Pure Legion for questioning might help garner favor with the local garrison.
If you want to look into other things--like the Sacred Cobra or the disease mentioned by Kazima--you can spend more time, but you know you only have tonight to find and convince Torvad.
Bask Rahid
|
"A strange creature with golden skin, and a diseased artifact with a veneer of gold, these things may be linked no?"
Bask strokes Salim's mane as he thinks. "I would like to know more, but perhaps Torvad can tell us more. Let us go to the estate now and perhaps more research after. What say you friends?"
Jahz the Wanderer
|
"An excellent idea, friend!" Jahz agrees heartily. "Lead the way!"
Waze
|
Yes, and if he was stalked by someone, it's the time we find him before this someone. Waze replies waiting for the depart.
Benedict Plinth
|
Benedict nods, looking hesitant and a bit unsure how to proceed.
| GM MattMorris |
Sounds like we are headed to the estate.
You reach the home of Inusi Mendalari without incident.The compound has 10-foot-high adobe walls studded with geometric mosaic designs, and the tightly closed double door is made of red-stained wood.
You can smell an unexpectedly strong odor of smoke coming from within and see a damp red stain seeping out from under the door. Should you try the door, you notice that it is lock, with a key broken off in the locking mechanism.
Waze
|
Does anybody know how to handle with such a mess? I'm not good at climbing and the smoke over there seems to say that something is happening now.
Jahz the Wanderer
|
"Smoke! And blood! No time to waste - let's get inside!" Jahz cries as he rushes towards the door and slams his shoulder into it in an attempt to batter the barrier down.
Strength check: 1d20 + 3 ⇒ (20) + 3 = 23
Bask Rahid
|
Bask will have a look to see if there are any other entrances or Windows
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Salim is on the lookout for any threats, or scents of assailants
Barrabas
|
Barrabas shifts form as he steps out of his sandals to form tough hooves. Tusks form from the lower teeth in his mouth and his skin toughens.
Barrabas kicks the door as Jahz slams into it.
str aid: 1d20 + 3 ⇒ (18) + 3 = 21
Benedict Plinth
|
Benedict attempts to help the impromptu battering ram committee.
Str aid?: 1d20 ⇒ 3
| GM MattMorris |
There are no other doors or windows to speak of, and nothing can be seen outside the estate wall.
The door's bar cracks under the strain of Jahz and Barrabas with a resounding *snap* and the gate bursts open.
One dead guard lies slumped against the inside of the gate, another is facedown about 20 feet away, and the remains of two people lie messily draped over the shrubs.
Jahz: 1d20 + 2 ⇒ (6) + 2 = 8
Benedict: 1d20 + 10 ⇒ (12) + 10 = 22
Waze: 1d20 + 3 ⇒ (14) + 3 = 17
Bask: 1d20 + 7 ⇒ (8) + 7 = 15
Robb: 1d20 + 0 ⇒ (10) + 0 = 10
Barrabas: 1d20 + 7 ⇒ (20) + 7 = 27
All of the doors leading from the courtyard are closed, though there are two signs of activity. First, a set of bloody footprints leads to the western stable door. Second, several of you can hear frantic shouting of two or three people from the manor’s west wing.
Jahz the Wanderer
|
"Indeed - onward!" Jahz cries, extolling his companions as he draws his sword and rushes forward. Once everyone has joined him next to the door, he tries the latch to open it.
Waze
|
During his movement, the wizard takes care not to touch the dead men.
I'm not sure this is the right door to open. There are some double doors over there which seems to look more as main entrance than this small door.
Bask Rahid
|
"That may be, but from the sound there are people in danger, and to them we must rush. Come Salim!"
He rushes to the door and draws his scimitar
| GM MattMorris |
Bask opens the closed door to find that it leads to a small hallway with a kitchen on one side and a pantry on the other. The sounds of screaming are coming from the wing to the south, which is sealed off from this area.
Jahz the Wanderer
|
"No good!" Jahz yells. "What Waze said - to the main doors! Hopefully whoever is screaming inside doesn't die from our folly!" He rushes over to the double doors and tries to open one once his fellow Pathfinders are ready.
Benedict Plinth
|
Benedict follow the group, remaining in the back of the pack.
Waze
|
Waze have waited over there, but he had done a part of the way to the next door. Just in case he was wrong. But he wasn't.
He readies his gun and moves to the double doors.
Bask Rahid
|
Bask and Salim follow up after running to the wrong door. "Sorry Waze, you have a good eye" he says while jogging to the other entrance