"If you guys here didn't have so much emphasis on the words and papers, maybe we'd understand all these little quirks you keep going on about." Natty says with a sigh of disappointment.
Bluff aid another (1) 1d20 - 2 ⇒ (16) - 2 = 14
Bluff aid another (2) 1d20 - 2 ⇒ (15) - 2 = 13
Bluff aid another (3) 1d20 - 2 ⇒ (5) - 2 = 3
Qalkami listens to the arguments and fabrications with surprising interest and delight.
Very well. I am not worried, and even find it amusing.
The efreet smiles and responds with cool reassurance.
Congratulations on a job well done. I was not certain what to expect at first, but I assure you I am very impressed by your body of work. So much so that once I have relocated to the City of Brass and I call in the last piece of what the Pathfinder Society owes me, I will be sure to request you all personally.
feel free to provide any comments back to her before departing to the Embassy.
Upon returning to the Embassy, Yasmine is waiting for you.
Yes, finally back, Pathfinders? I hope all was successful with Qalkami? Are you ready to depart for your homeworld? Unfortunately, I had to smooth over a few transgressions with the local authorities involving their investigation of the magic shop mishap, but I believe they will be busy following some other leads for a short while. she winks.
As agreed in the last part of our arrangement with Kelesh, your return passage is included, if you will step this way please.
"Thank you, Yasmine. If you could send Lord Basira our regards, it would be appreciated. Thank you for facilitating our stay in Zjarra."
"And apologies for the extra paperwork."
Did we succeed on those checks? They looked pretty bad...
Yes, with the assists etc. The DC at this tier is pretty low and you only needed 3 of 4. So you avoided the ire of Qalkami.
You arrive back at the Pathfinder Lodge and report to Venture-Captain Esmayl ibn Qaradi’s office. He sits behind his imposing desk.
”Ah yes! Excellent excellent. Welcome back agents. I hear all went as well as could have been expected. You may even be asked to return shortly. Take some time to unwind and I will schedule time with you soon.“
Idruzi looks at his companions with a wide grin. "What do you say we find a watering hole here in Katheer?"
He heads out the door, ready for some revelry & looking forward to his next adventure.
|Mörök of Darkland|
"Wow, that was actually a fun trip even though me stressed bit too much. But yeah, its time to celebrate, we earned it!" Morok laughs heartily.
"Let us drink and celebrate."
===== Forged in Flame - Part 2 - Cleansed with Fire ========
After few days of celebrating your successful return from the Plane of Fire, you receive
a letter from Venture-Captain Esmayl ibn Qaradi via courier.
Assuming you accept, you travel to the Plane of Fire via the very same portal you used less than a week ago. You arrive in Zjarra where Yasmine greets you. Welcome again and so soon, Pathfinders. As time is of the essence, I have arranged your transport to the City of Brass via a cargo ship to depart immediately. she leads you to the ship and you are transported without issue, and barely time to think.
You would have time for knowledge rolls during the short journey. Kn:Local, Diplomacy or Kn:Planes (each regarding the City of Brass)
You arrive Galley Quarter of the City of Brass aboard a cargo ship from the nearby trade city of Zjarra. Upon disembarking, you meet an approximately octopus-shaped large fire creature that signals to you.I am Zohz in broken Common, I offer lead you to Qalkami Mishalq. Follow me?
Umberto has barely enough time to see to his home duties and make some purchases before getting beamed back to the Plane of Fire. I see they managed to get most of us back together to see Qalkami again. Hope she hasn't investigated our previous missions too closely. Umberto leans over to the newcomer, Umberto Ricci. Welcome to the paradise. What did you do to deserve this assignment? Umberto unhooks his trusty tankard from his belt and waves a hand over it to produce a cold, dry white wine and takes a sip.
"Greetings Umberto and the rest of the team. I'm Dresden and this is my companion Murphy. Can't say as I've ever been to the plane of fire before so this should be interesting." Looking at my empty mug. "Uh, nice trick I have some oldlaw whiskey if we have a chance to relax and have a drink a little later."
Diplomacy (gather info): 1d20 ⇒ 5 Maybe it is hot, I'm not even sure about that.
copied from my intro
Dresden is a melee hunter that likes to get up close to his enemy with his companion wolf Murphy and trip the enemy. They will generally try to get flanking positions to take advantage of Outflank and Tandem Trip to get the enemy on the ground. When we are not in combat, we are almost always adjacent to one another so we can use Paired Opportunists.
Murphy is generally the one to rush into battle first and get the far flanking position then I would move up/charge for the flank. I try to resolve Murphy's attacks and actions before mine.
When you see me use spoiler'd text to talk to Murphy, feel free to read along. I will generally include lots of silly stuff using Murph as my comic relief.
"Hi Dresden! I am Taman! Nice to meet you!"
Handsome half-elf with dark brown hair arrives in time "Greetings fellow adventurers, I am Zaigan, humble servant of Sarenrae. My half-orc friend Morok had other business at the Blakros museum and asked if I wanted take the follow-up job."
Diplomacy (gather info): 1d20 + 8 ⇒ (8) + 8 = 16 "Yeah, there's more than lava on fireworld, that I know."
diplomacy: 1d20 - 1 ⇒ (2) - 1 = 1
"Have I ever been there?"
Knowledge (local) 1d20 + 5 ⇒ (13) + 5 = 18
Natty doubts he will have much more knowledge of the City of Brass than the rest of the crew, but sups a drink and as he scratches his head, before open his mouth. Hesitating he looks at the others and coughs, "Where is Morok, my brother..... Who will play bones as well as him amongst you. Oh well I suppose that makes this a serious mission huh!!"
"Well it's nice to know we still have CC's blessings to keep our lips wet and our shouts joyous. Even if we have to take a dog along with us,..... and his wolf." laughs Natty as he slaps Dresden on the back. "Don't take it bad, Natty hear has been the but of many humanoids jokes, somehow they don't seem to fully trust some of the wilder souls. But we can be friends and sup well. Gonna have to drink to keep cool in that City of Brass if you ask me...."
"Oooh another half breed, well met Zeigan, a friend of my brethren is a friend of mine, even a straight laced one. Take a drink with me! Let's hope Morok enjoys the stuffed exhibits in the museum." Natty sneezes into his tankard, looks quizzically inside the mug, before continuing to drink and raising his drink to all.
"Ah, nothing like the smell of brimstone to bring back memories. And we're back in the service of Qalkami, no less. What wonders await us in the City of Brass?"
Knowledge (Planes): 1d20 + 11 ⇒ (13) + 11 = 24
He lifts a mug to join the others in having a drink during their journey. "Anywhere you can raise a toast is home, right?"
Non-efreeti citizens of the City of Brass are permitted the most privileges, second only to those of the efreet. Creatures that are not immune to fire receive only grudging tolerance and limited access to the city.
Although the azers are far more populous on the Plane of Fire, the efreet are better known because of their oppressive empire and their enslavement of many of the plane’s inhabitants, including azers, elementals, magmins, and mephits. Efreeti nobles maintain opulent lifestyles, but as individuals fall out of favor, their wealth quickly evaporates. This is true of the Cinderfury family, which has recently sold two of its three large manors to pay off debts.
Without a special permit, outlanders are not permitted in the Inner Ward of the City of Brass. Those caught violating this rule are often stripped of their possessions and sold into slavery.
It’s rumored that there is a secretive cult of free azers named the Eye of the Red Worm, located somewhere in the Common Quarter, that worships a great fire worm said to possess ancient teleportation magic
The Plane of Fire is extraordinarily hot, and those who lack powerful defenses against fire quickly perish. Certain parts of the City of Brass are merely uncomfortably warm, and peddlers in the city sell protective tokens at gouging prices.
The City of Brass is a legendary trade metropolis that sits in a magically tempered brass basin in the roiling seas of fire in the Plane of Fire.
Many of the buildings in the City of Brass are made of a material called living brass. Living brass is made from the souls of mortals who’ve had their wishes twisted by the efreet, and it is used in buildings throughout the city.
Zohz is true to its word, and it cheerfully serves as an inarticulate tour guide along the way, regularly pointing out important
sites Hah! That one burns. So does that one! Hah!
This is the place.
You reach private dining area in a tavern and incense bar known as the Chromatic Dragon, a brass building with scaly, red-lacquered doors. The interior is thick with fragrant smoke that wafts among the tables, chairs, lavish couches, and booths that surround a well-furnished fire drake enclosure.
Zohz lazily salutes the proprietor before ambling to a back room, where Qalkami reclines on a divan beneath a picture of a red dragon triumphantly roaring atop the bodies of its black, blue, green, and white kin. She tosses a satchel of pungent herbs to Zohz, who immediately coils around it and rolls back to the common area to enjoy his now-smoldering payment.
Qalkami addresses you as if old acquaintances.
“Ah, outlanders, over here. Sit.” Qalkami Mishalq motions to a crimson couch made of reddish leather. “Welcome to the City of Brass, or as we efreet like to call it, Fommok Madinah. You may find this a less welcoming place than Zjarra, but I prefer to think it keeps out the riffraff. Now, we have the deal, the Society and I, to exchange services, and you owe me only one more. Centuries ago, three efreeti houses thwarted one of the largest shaitan invasions ever to attack the City of Brass. My family played an instrumental role. As time went on, however, betrayal, crime, and greed riddled our family’s affairs. Instead of helping us, the other two houses threw us to the flames, seized our assets, and dug up evidence to condemn us. Now one of these houses, the Cinderfurys, is teetering at the edge of oblivion, having tied its prestige too closely to the late grand sultan.”
Qalkami swirls a glass flute of golden liquid, chuckles to herself, and takes a sip.
“It would be politically damaging were I seen sabotaging my old enemy. Thankfully, I have a friend in the Society,” she remarks, eying each of her guests in turn, “which can reveal the Cinderfurys for the treacherous worms they are. All that’s necessary is ensuring that the right people find the right evidence in the right places at the right time. Your job involves getting that evidence to the right places. While you’re doing that, I’ll gather the right people at the right time to witness your handiwork. Simple enough.
“There are a few details and addenda, of course. First, the estate in question is Emberhearth, which keeps most of its security on-call and off-site. Unless you relish drowning in armed guards the moment you make a mistake, you’ll need to neutralize
them first. Second, the Cinderfurys maintain a pristine set of local records, and I would like you to secure any local security contracts you find in their library. Third, they keep an heirloom known as the Cinderfury gorget, which you should bring to me.
Finally, I have plans for the estate; do keep the destruction to a minimum. “Once we begin this operation, you’ll have perhaps four hours to complete everything—perhaps less if you dally or make too much noise. It should be more than enough time to infiltrate and escape Emberhearth. If you take any longer than that, I cannot guarantee your safety.”
Diplomacy (Gather Information): 1d20 + 5 ⇒ (15) + 5 = 20
Qalkami's reputation always a consideration. This will become tiresome. Umberto takes another sip from his tankard. Thank you for the brief, Qalkami. You know us to be a group of efficient operators. We've brought along a few new faces that augment our capability. Let's start with Emberhearth. What can you tell us about the security staff?
Diplomacy (Gather Information): 1d20 + 11 ⇒ (17) + 11 = 28 - Idruzi can relate to the rest of the group the information in the 25 Diplomacy and 20 Planes spoilers before we arrive
"You mentioned that most of the security is kept off-site. How does Emberhearth communicate with them? Do you have any ideas for how to neutralize them?"
"Also, I've heard that the Inner Ward is off-limits to outsiders like us. Is Emberhearth located there? Our preparations will be different if we need to take that into account."
"Let me see if I got this straight. You want us to
1. Neutralize the guards
2. Find some records in a library
3. Find something called a gorget. What is a gorget by the way?
And Bonus. Don't destroy the estate.
And all this within four hours?"
Feeling as I am so ill-equipped to be here, I'm wondering why on Golarion the Venture Captain sent me, of all people, on this mission.
*sigh* When do we start?
"I hope that we start right now! Haha!"
"So I hope we manage to "neutralize" the guards on peaceful way. Did they steal this gorget from you?"
She responds to the last question of Zaigan's first.
“The gorget is a unique token of military merit and rank earned by the Cinderfurys’ ancient ancestors and disgraced by their descendants. I intend to see it returned to the sultana, not stolen by some enterprising vulture.”
Qalkami paces the room and passes out a set of incandescent orange, palm-sized disks, Here. These talismans serve as visas for nonnatives entering the Inner Ward and protect the wearer against the region’s ambient heat. I must stress that the tokens are quite expensive, so losing them would be very unfortunate. She
The efreeti nods to Dresden as she also supplies you with a metal case. This contains six pieces of incriminating evidence against the Cinderfurys.
Unless there are any other questions...I will advance to the next scene at the Cinderfury security complex.
She provides you directions to the complex, and Qalkami dismisses you with a slight wave of her hand. I wish you utmost success. I am sure you will not disappoint me.
Your group traverses the fabled City of Brass, receiving many sneers from the fire loving locals, despite your talismans (assuming all continue to wear them prominently).
Nestled between two towering spires of bricked brass and filigreed marble in the Common Quarter, the Cinderfury security complex is a squat building that pales in comparison to the other lavish buildings nearby.
Only the fiery mosaics etched into the façade of the building distinguish this structure amid the City of Brass’s splendor.
As you approach the complex (see map):
perception: 1d20 + 2 ⇒ (8) + 2 = 10
Umberto displays his talisman, lest he attract too much attention. He follows the group up to the Cinderfury complex. Quite the scene. He tugs on his mug, recently filled with a cold kolsch style beer.
perception: 1d20 + 9 ⇒ (12) + 9 = 21
"I can hear muffled shouts in Ignan from inside." whispers Taman to others.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
"You heard something there? No idea what language it could be, should we sneak little closer so we hear what they are saying?"
"Actually, I also don't know what language it is!"
I am stupid!
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Idruzi knows Ignan but can't hear anything, apparently. And it looks like we're already plenty close. GM, if we can make new or easier Perception checks by getting closer (putting our ears to the door perhaps) I'd like to try that. Lacking other ideas, we could probably just knock on the door?
"Really? I can't hear anything."
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
"I don't hear anything either, must be this heat messing with my head."
|Murphy the Wolf|
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
|Murphy the Wolf|
Using a wand and casting a spell of Endure Elements on my Wolf while we walk so he'll shut up.
Idruzi attempts to listen at the door.
Perception: 1d20 + 3 ⇒ (9) + 3 = 12
"So, shall we enter?" asks Taman ready to open the door.
"Let's find out how this goes," Idruzi says.
Still hoping to avoid direct combat. We're to neutralize the guard post. I'm not sure how to accompish that from here, though, so in we go?
Taman opens the door and enters with his sword in his hands.
perception: 1d20 + 9 ⇒ (8) + 9 = 17
|Murphy the Wolf|
"Who voted for the Barbarian diplomacy tactic? Do we have someone more diplomatic than the sharp end of a sword?"