GM Crunch |
Sebnet hurries off and returns with four letters. "Here! They're a little form-feed, but I penned some letters of recommendation for you. Obviously my name has some clout around here, so giving one of these to the right person can work wonders." With that, she ushers you out, but repeatedly asks if you have everything in order as she does so.
More investigation! The way this one works is similar, in that you have several different skill checks you can do. The difference is that the rolls are secret, so tell me which you're doing and I'll roll. If you want to Aid, you can roll yourself. You can expend each of the four letters for a +2, so tell me if you'd like when you choose a check. Each one lasts at least an hour.
The checks you can make are:
Phase One:
Amiri
Ezren
Fumbus
Kyra
Merisiel
Valeros
JW Pregen |
Mer will probably make some comment about batting my eyes at passers-by and hoping someone tells me what I want to know. "I'm off to find out about Ohrlavi. Wish me luck!"
Diplomacy check to Gather Information.
Z..D.. Pregen |
Amiri only has a +2 in diplomacy. So, I may just tag a long with somebody, but not say anything. Since aiding can hinder you all
GM Crunch |
Maybe that's the unreleased level 7 Amiri! Tell you what, I'll let you do Intimidation in place of Diplomacy if you'd like. But it'd be at a penalty, and as you know there could be losses for failure.
I didn't realize when I played Amiri was practically locked out of this bit. The last part was nicer.
Pete H. Pregen |
Fumbus rubs his greasy belly after the second turkey leg is polished off. He grabs one of the letters and heads off, "Gonna check out the trail of paffinder stuff, see y'all back here!"
PFS Lore 11 + 2 from letter to track the lost Pathfinder materials
Kalderaan Pre-Gen |
Ez does. +13 for Society and Arcana
Ezren will pursue the Arcana lead and use one of the letters of introduction to do so.
+13 skill, +2 bonus with letter = +15
GM Crunch |
1d20 ⇒ 16
1d20 ⇒ 7
1d20 ⇒ 1
Kyra looks for a lead but is a step too curious and turned away.
Valeros finds an elderly ooze-crafter, and is close to stumbling on a tidbit he didn't know. But after asking for some display of magic, the man turns out to be an overly devout Nethysian who ushers Val out.
Ezren spends far too long chatting up fellow wizards, who agree to show him tricks to slow down a construct. Though you already have them, he agrees. It's just as well, because knowing what he does, he can tell these gestures are faulty and would speed a golem up!
Fumbus hears tell that two Ohrlavi siblings, Bijan and Zaynap, are trying to quietly fence a folio about the Open Road Pact. However, due to its extreme obscurity, most potential buyers assume it's made up.
Meanwhile, Merisiel is able to locate Igrigi in a squat building next to a huge palace formerly belonging to Nex himself. The man is embroiled in building permits. He stops working as company arrives. "Hello there! Don't tell me, you're a Pathfinder. Not from around here, but I can tell. And I'll always make time for you!" He invites the elf and any others with her to a meal at a high-brow restaurant. "I'll admit to liking my new vocation even more, but I remember Nexus House fondly. Now, what can I do for you?"
GM Crunch |
Eh, it's not a big deal. I have mixed feelings about secret rolls in 2E.
Pete H. Pregen |
I also have mixed feelings about secret rolls. I see the point, but also see that they are not all practical in PbP. Whenever I jump into GM'ing I'll probably use the spoiler method for them unless expressly indicated by the scenario.
Fumbus shares his findings, "Dere may be a secret pathfinder folio selling meetup latah, we shuld check it out."
GM Crunch |
Quick nudge forward.
Over another round of expensive food, Igrigi hears tell of your suspicions. "Bijan Ohrlavi? You think he did...whatever this was? I wouldn't put it past him. Seemed downright obsessive over ooze-related arts, to a worrying degree. He might steal what I know he couldn't afford. I heard tell he and his twin, who I haven't had the displeasure of meeting, would hole up most of the day with their craft.
"If I remember correctly, the pair haven't moved. Been based out of an apothecary for the past few years. Wishful Cures, I believe it was called?" The wizened man dabs at his chin with a kerchief. "I can check that, and get you the shop's address besides. After we're done here! It can't be so time-sensitive as to miss the Bandeshar's trifle!"
Any other questions? I figured you'd tell him at least the general basics and your suspicions.
Pete H. Pregen |
Fumbus shovels more food into his maw, "I culd get usedta dis, gud fuds an only a coupla statues tryin ta kill me."
He listens to their informant's chatter, "Oh yeh, das da name o da guys selling the paffinder info. Betta check em out."
Fumbus is ready to head over and check them out immediately, after he tries the trifle.
Kalderaan Pre-Gen |
"Many thanks for your valuable information Master Igrigi. I must ask, do you have any additional information specifically about the Ohrlavis or their establishment, namely, the Wishful Cures? If we are to journey there and investigate, it would do well to be thoroughly prepared, wouldn't you say, good sir?" offers Ezren.
He respectfully eats with the others, taking care to mind his societal expectations in such a fine dining establishment.
Upon the conclusion of dessert and small talk, Ezren will accompany Igrigi and the rest of the Pathfinders to obtain the information about the Wishful Cures establishment, including where it is, as well as its owners.
GM Crunch |
Not to worry! I figured everyone could reconvene at that point but it's not a big problem.
"I'm not certain, but it seems a safe assumption. Many alchemical practices and bits of knowledge translate to parallels in magical science. As I'm sure your...friend here can attest to." Igrigi waves a hand at Fumbus, having noticed his impressive collective of vials. "That, or they've studied the arcane arts as well. It isn't too hard a gimmick, and this is Nex."
The trifle is served shortly after. It's not bad by any measure, but you get the sense Igrigi was talking it up some.
He retreats to his small building after asking you to wait for a bit. He returns within half an hour, bearing detailing directions to Wishful Cures. "Now, I recall how Pathfinders operate. You'll likely need every ounce of your training, as usual. But do try to bring them back alive!"
Walking to the apothecary is a similarly short task. A tall, thin building, Wishful Cures is covered in graffiti. It had several stories of windows, all of which are shattered. The door is securely bolted.
Let me know your preferred exploration tactics.
Pete H. Pregen |
Fumbus replies to the comment about alchemy and magic, "Yeh, lotta stuff all da same. Jes uses maths. Cooking also relly simlar to alchmy and wizrd magiks." He takes a trifle of trifle, popping it into his mouth, "Ooooh, delish!"
Later, he carefully attempts to avoid being seen, offering tips to his allies if they wish it.
Avoid Notice (+13) and he does have Quiet Allies if anyone wishes to use Follow the Expert.
GM Crunch |
Even blocked, the door could likely be opened with a solid shove. A canny gymnast could also tumble through the shard-ridden window and remove the bolt, assuming they face no danger inside.
Acrobatics or Athletics would do the trick. You don't hear anything inside, but to see you'd have to get up to the windows anyway.
Kalderaan Pre-Gen |
Ezren's eyebrows shoot up and he whistles softly at the tremendous athletic display.
"Prithee share with me your diet good warrior. Your prowess is astounding!" offers the wizard to Valeros as he makes his way into the opened doorway with the rest of the team, his staff at the ready.
Pete H. Pregen |
Fumbus looks over at the broken window and figures he'll probably be ushered through it to open the door as he is the obvious smallest member of the group. He sighs and begins preparing for the task when Valeros loudly plows down the door. Huh... that's nice and to the point. He follows everyone in.
GM Crunch |
Valeros is able to force open the door with ease. Though the massive force could have shattered the bolt, the fighter keeps it intact and relatively quiet.
Surprisingly enough, the shop's inside is cleaner than its exterior would make it seem. It's still rather dirty, and all its wares have been plundered. There is a fairly evident trapdoor behind the wooden counter. Its well-oiled hinges suggest frequent use.
Underneath is a similarly bare stone basement. One wall looks to have blasted in. The resulting hole leads into Quantium's sewer system, which is processing a foul greenish slurry.
I've got exploration tactics from Fumbus and Valeros; everyone else?
Kalderaan Pre-Gen |
If we Follow the Expert for stealth with Fumbus, we have to do it in lieu of other exploration tactics. I suggest we do a combination of different tactics such as several searching, some stealthed, etc. I like Investigate and Detect Magic as well, considering we are facing potentially magic foes based on the statues that attacked us. I will do Investigate or Detect Magic. Thoughts?
As they prepare to enter the shop and the trapdoor, Ezren casts a few spells to start. The first is a Light spell on his spinning Aeon stone. The second is a defensive spell on himself, giving him Mage Armor. As they are long-lasting, they should suffice for the duration of the day.
GM Crunch |
Looks to me as if anyone Following the Expert is doing the same exploration tactic as the Expert.
Kalderaan Pre-Gen |
Looks to me as if anyone Following the Expert is doing the same exploration tactic as the Expert.
Agreed. It is my belief that we would be better served doing a lot of different modes of exploration instead of all doing Follow the Leader for stealth. Unless we know we are trying to get past something, we can have 6 people doing 6 different things.
Pete H. Pregen |
1 person marked this as a favorite. |
Agreed for sure, just figured I'd point out the ability. The current scenario doesn't seem to fit doing a follow the leader sneak around type of thing at all.
GM Crunch |
The next small chamber is a jumble of boxes and crates, most of them left ajar, and heaps of yellowed papers and dried herbs scattered across the floor. The air contains a sour, chemical smell emanating from an opening in the far wall of the closet to the south.
As you enter, Valeros has a sudden premonition of disaster and decides to look around. Luckily so, for he spots slightly raised pieces of floor amid the slurry. He also sees five nozzles mounted midway up and around the walls, primed to trigger.
1d20 ⇒ 11
1d20 ⇒ 5
1d20 ⇒ 16
Map updated. The circles are pressure plates, the bolts are nozzles. The former can be stepped around to disable the nozzles.
GM Crunch |
Oh, yeah! Thievery to disable a nozzle. Two actions, but we aren't in combat.
Pete H. Pregen |
Fumbus steps back out of range of the nozzles, knowing that he might be able to figure it out eventually but it isn't his forte to disable traps.
Hrothdane Pregen |
”Already on it, my dear!” Merisiel cracks her knuckles and pulls out her thieves’ tools.
Merisiel will use Ageless Patience to take twice as long disabling each nozzle for +2 bonus on each.
Thievery (ageless patience): 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
Thievery (ageless patience): 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Thievery (ageless patience): 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Thievery (ageless patience): 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
Thievery (ageless patience): 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28
GM Crunch |
Merisiel disables each nozzle with ease. She even finds a ring looped around one, which detects as magical. You are free to move forward without fear of spraying acid. You come to a crossroads. Straight ahead is a rocky sub-passage with deeper, murky blue sludge instead of the usual green. To your right is a larger room.
The sludge-stained ceiling of this sewer chamber rises to twelve feet high. Wide passages containing slow-moving slurry flows from north to west. In the northwest corner of the room are several loose stones and a few metal canisters. To the west, a staircase ascends north to an area illuminated by a steady light source. A wooden plank has been turned into a makeshift bridge over the northern sewer canal.
Everyone on the lookout notices: you aren't alone in this room! Just underneath the refuse lurks a massive yellow blob, easily betrayed by its clumsy bulk and odd color.
Arcana to ID the ring, Occultism for the blob. It hasn't seemed to notice you yet. Which way would you like to go, and what to do?
Kalderaan Pre-Gen |
Ezren taps his chin and ponders the mysteries before him.
First, he looks at the ring, attempting to discover its potential.
Ezren need not fret, as he has assurance in his magical training.
Ezren chooses to take a result of 19 on his Arcana check.
Second, he observes the blog, working out where he's read about it before.
Occultism skill check to identify blob: 1d20 + 11 ⇒ (16) + 11 = 27
GM Crunch |
Ezren is unsure of the ring's use. He is, however, dismayed upon recognizing the blob. Despite its yellow hue, this is a black pudding, bane of fighters Golarion over! The wizard remembers its corrosive mass can burn through weapons that hit it, and stabbing and slicing only multiplies its menace.