[PbP Gameday VIII] Chadius presents: 1-12 Burden of Envy (Inactive)

Game Master chadius

Time: Wednesday 18:00
End: Friday 20:00
Slides


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"Did you hear about the last guy? That merchant had a real sweet day..." One armored man laughs and adds a chip to the pile.

"Yeah, he forged some papers or something." The woman hesitates and adds another chip. The man smiles back and for the first time she hesitates. Did he just... hmpf. "No wait, it was a painting. Right." The man coughs and reveals his hand.

"Full House." He blurts before grabbing his mug of water.

"You okay there, Elvard?" The woman looks at the man, her confidence restored. "I heard the Runelord personally visited his cell. She was not happy." The man simply nods and leaves, mumbling something about dinner.

He didn't even look at her hand: pair of 4s. "Does he know about me? Dammit Guaril, you were supposed to be here yesterday. I need to get out of here."

1-12: Burden of Envy

Horizon Hunters

Fighter 5 AC 23 (24 with shield) | HP 68/68| F +11 R +10 W +11 | Init +11 Perception, +10 Stealth| low-light vision

Shandra is a young half-elf woman with black air, with crimson locks, green eyes and a smirk on her face. She's wearing a crimson heavy armor even on the boat. On each side hangs two identical strange sword, and at her back a longbow is tied.

She seems to be used to be on sea despite lacking any knowledge of seefaring. During the trip you see her reading a large book, full of esoteric symbols or training with basic magic.

When she presents herself, she says Pleasure to meet you. I'm Shandra, and these are Shark and Sharp, my two best friends. Pointing at her two sabers.

Grand Archive

CG male halfling investigator 8 | HP 86/86 | AC 26 (27 w/Shield) | Resist Cold 5| F +11 R +16 (+1 vs ally) W +14 | Perc +16 (low-light) | Stealth +16 | Recall: Arcana +15, Crafting +16, Nature +12, Occultism +15, Religion +10, Society +16 | speed 40 | Exploration Mode: Avoid Notice| ◆ | ◇ | ↺ | Current Investigation: location of Ardis Scholars
Versatile Vials:
7/8
Advanced Alchemy:
Moderate Bottled Lightning, greater darkvision elixir, insight coffee, lesser numbing tonic (5 temp hp)

A small child rests in a hammock near the ceiling, smoking a pipe and reading -- wait, that's not a child, it's a halfling. He peers over the side of the hammock. "Your best friends are swords? That's uh...dangerous."

He pulls out a vial of something, then flips a few pages in his book to where you can see it's some treatise on alchemical reagents. He squints at the vial, shakes it, then nods and puts it back into a pouch. He sits up in the hammock, looking down at the rest. "I'm Argoni. How about we be friends? I ain't a sharp as a sword, but I can drink with ya!" He blows out a puff of smoke.

Horizon Hunters

Fighter 5 AC 23 (24 with shield) | HP 68/68| F +11 R +10 W +11 | Init +11 Perception, +10 Stealth| low-light vision

They are my best friends, because they're sharp and will never betray me... but it doens't say that I can't be friend with anyone else, Argoni. she anwers giving her hand to the halfling.


Other Profile (his other 'job') Barrister and Solicitor Avatar | goblin Lawyer 2 | HP 20/20 | AC 16 | F: +5, R: +6, W: +5 | Perception(T): +3 | Speed 25

A short, grey-skinned goblin stands portside, peering down at a set of files in his hand. He wears a tailored navy blue suit and a top hat, and his briefcase is propped open against a mast.

"In the The Pathfinder Society v. Aram Zey trial of 4710 AR, Zey was found guilty of conspiring with the Aspis Consortium, and subsequently cast out..." Flunk mumbles to himself, his hand coming away from his chin. "It set the precedent for interactions with the Aspis, and had long-standing impacts .."

"Oh? I do apologize," Flunk looks up from his papers to notice Shandra and Argoni. He shuts the file, and stuffs it back in his briefcase. "Flunk Specter, Barrister and Solicitor," he presents his business card. "If you find yourselves in need of a lawyer, I'm your guy," he nods. "Though you must be asking yourselves, Why would you be an adventuring lawyer?, a question I'd object to. When I'm not prosecuting criminals, I let my... ancestry become a little more... apparent."

He opens a palm to reveal a small ball of fire. "Goblins, and fire. You know how it is. Or was. Let's face it. It still kind of is, but some of us try to believe it never was." He stares longingly at the flame, as if trying to stuff down his primal urges. Dismissing the flame, he offers a handshake. "Pleasure to meet you, either way," he smiles.

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

The mission briefing never said anything about ship travel. I swear they avoid mentioning that when someone in armor shows up.

A stout Dwarf, armed and armored in well cared for equipment. A suit of chain mail, a stout steel shield, and of course a battle axe at his side. "Aye, always good to be great friends with your weapons, and your allies." He steps forward from the safety of the mast and introduces himself with a stiff nod.

"Kernal Klank at yer services. Master blacksmith pressed into service at the behest of the Envoy's Alliance." He gives a crisp salute to no one in particular and falls back against the mast.

Still think working with goblins isn't right. Uncle Scratch wouldn't approve one bit.

Radiant Oath

Unbreakable Goblin Champion of Cayden Cailean 6|CG | AC 25 | HP 54/80 | Fort +12 Reflex +11 Will +11 | Perception +9 Champion 6 (Liberator)

A massive goblin, at least 3' 2" comes on deck. He wears a breastplate and carries a heavy pick, of all things. A rapier and daggers are at his waist. He is green skinned but actually appears to be much neater than the average Goblin.
He also has a pack across his back and what appears to be two small casks on his back and the back of his belt. You also see a metal flask riding above a dagger on one hip and another one stuck in a sash on his armor.
"Greetings all! Me be Grog! Did someone say something about a drink?"

With that he pulls a bottle out of his pack, uncorks it and passes it to whoever is nearest.
"My latest creation. It be mead with a touch of elderflower!"

When he gets close you also notice he is nowhere as, well, fragrant, as the usual Goblin and has a wooden symbol of a tankard around his neck.

Assuming this bunch of mead is his result from his previous brewing roll, that number was a 17. React as you like. :)


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You receive a request for aid from Valais Durant of the Radiant Oath faction and gather aboard the Merry Mayfly, a ship headed toward Xin- Edasseril. En route, their ship rendezvouses with another vessel, the Lightbringer. The Lightbringer’s crew escorts you and other Pathfinders below deck to meet with Durant and her unlikely associate, Guaril Karela. The ship’s interior is lit by lanterns that hang from the ceiling overhead, swaying back and forth along with the motion of the ship.

(Valias and Guaril are on slide 3)

Valais Durant puts down a mug of fantastic mead and nods at Grog. "Just a bit sweet... hmm." he quickly wipes his joyful grin away before he faces Valias and lets her begin.

“I need your help for a task that requires both great risk and discretion.” The aasimar woman gestures to a green-eyed Varisian man, who flashes a sly grin framed by a thin mustache. “This is Guaril Karela, a prominent figure among the Sczarni,” she continues. “The Sczarni maintain a smuggling ring, providing freedom to those chafing under the oppression of Belimarius, the Runelord of Envy and ruler of Edasseril.

Demand for such services is high,” she pauses and casts a somewhat disdainful glare toward Guaril, “allowing the Sczarni to extract hefty sums from desperate patrons."

“I find the practice rather distasteful,” Valais sighs. “However, collaboration with his operations grants the Radiant Oath some measure of oversight in ensuring proper treatment of the refugees. Further, I have Guaril’s personal assurance that the Sczarni will not demand more in payment than their clients can afford.”


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“Transportation’s expensive,” Guaril chimes in. “Not to mention paying off border guards and harbormasters. It’s dangerous work. Certainly, you wouldn’t expect my people to take such risk and not be properly compensated, would you? Or have you forgotten that Belimarius has placed a price on my head?”

“Not the first to do so, I’m sure.” Valais notes, before continuing, “Belimarius and her minions began to suspect Guaril’s intentions the last time he was in Edasseril. Now, they seek not only his head, but those of his known associates, including those among the Pathfinder Society. It is not presently safe for them or Guaril to venture within Edasseril’s borders.”

“I had a number of clients ready to go, before leaving Xin-Edasseril,” explains Guaril. “Most of the arrangements are already made. All you need to do is make contact with the clients. Give them the time and place for departure, then escort them out of the city—with their payment.” The Sczarni stresses. “You’ll get a hefty cut of the payment you secure as compensation for your hard work.”

“I prepared a client list,” Guaril says, handing over a sheet of scrawled paper. “Memorize it. Then, tear it up, burn it, chew it, swallow it—whatever you do, get rid of it! If Belimarius gets a hold of it, it’s a death sentence for anyone named on it.”

I’ve put the client list on top of this page, as well as on slide 5.


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“You’ll be entering Xin-Edasseril disguised as merchants,” explains Valais. “These papers will allow you passage in and out of the city for five days before they expire.”

“At dawn on the fourth day after your arrival in Xin-Edasseril, the ship Rolanna’s Prayer will arrive in a bay just outside the city: Shard Cove. The boat can accommodate five clients, providing an excellent opportunity to escape undetected. One of the clients, Flitch, knows a secret tunnel to Shard Cove.”

“Once the clients are aboard ship, return to the city. Any remaining clients that you weren’t able to smuggle out by sea will have to be smuggled out of the city with you, which means you’ll have to get them past the guards at the docks. Your ship, the Merry Mayfly, must depart the docks once your papers have expired.”

“The clients are expecting to deal with me,” cautions Guaril. “But as that’s not possible, and as it’s now a few days past the window when I was to make contact, the clients might need some reassurance to go through with the job.”

Giving the Pathfinders a stern look, Guaril then warns, “While you’re in Belimarius’s back yard, be careful. You are foreigners in Xin-Edasseril, and Belimarius has eyes everywhere. Don’t do anything that would draw unnecessary attention to yourselves. The last thing you want to do is tangle with the authorities. The runelord’s forces are well trained and quite capable. Keep your wits about you at all times and your blades sheathed.”

“We cannot afford one of you being arrested or interrogated. Pay any bribe required to remain free. I don’t want to further expose any part of the operation,” says Valais. “Our goal here is to bring hope and freedom to as many souls as we are able. It is risky, but hope and freedom are worth the price.”

Thanks for putting up with the wall of text. Feel free to ask any questions. Or discuss your plans.

Recalling information: If you want to learn more about these subjects, give me your bonus on one of the rolls. I roll these secretly and give you results.

Xin-Edasseril and Shard Cove: Society or Warfare Lore.
Belimarius: Society or Thassilon Lore.


Other Profile (his other 'job') Barrister and Solicitor Avatar | goblin Lawyer 2 | HP 20/20 | AC 16 | F: +5, R: +6, W: +5 | Perception(T): +3 | Speed 25

Flunk listens to the briefing with a degree of formal attention, not showing emotion. Never showing emotion. "Hmm. A legal nightmare, as far as I'm concerned. Paying bribes may not sit well should law enforcement find out. Regardless, I'd be happy to represent your clients as needed. You may refer to it as smuggling, but I would argue that they were rightfully entitled safe passage out of Xin-Edasseril in spite of their ties to Guaril." Flunk adjusts his imaginary spectacles. "Yes, I'd be happy to help. Thinking back to Xin-Edasseril, and Belimarius, I recall a few things, as well."

Society +6 x2

Grand Archive

CG male halfling investigator 8 | HP 86/86 | AC 26 (27 w/Shield) | Resist Cold 5| F +11 R +16 (+1 vs ally) W +14 | Perc +16 (low-light) | Stealth +16 | Recall: Arcana +15, Crafting +16, Nature +12, Occultism +15, Religion +10, Society +16 | speed 40 | Exploration Mode: Avoid Notice| ◆ | ◇ | ↺ | Current Investigation: location of Ardis Scholars
Versatile Vials:
7/8
Advanced Alchemy:
Moderate Bottled Lightning, greater darkvision elixir, insight coffee, lesser numbing tonic (5 temp hp)

"Hiding our allies away and sneaking them out of the city to avoid certain death. Sounds good to me. I think I can help out with that." The halfling nods. "But what happens if it gets messy? Gold only goes so far sometimes."

Society +5 for both checks

Horizon Hunters

Fighter 5 AC 23 (24 with shield) | HP 68/68| F +11 R +10 W +11 | Init +11 Perception, +10 Stealth| low-light vision

Shandra listen to Valais and Guaril In my previous work, I have smuggled people and goods out or in a city. But it will be my first time as a Pathfinder to do it. You can count on me and my knowledge of the underground to get this mission done.
I don't look like a merchant but I could pass for a guard...

Turning to Guaril she asks Why can't you go yourself? How can we reassure your client that we are working on your behalf and not the runelord?

Society +6 for both checks


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Secret Knowledge Rolls:

Xin-Edasseril and Shard Cove
Flunk: 1d20 + 6 ⇒ (8) + 6 = 14
Shandra: 1d20 + 6 ⇒ (8) + 6 = 14
Argoni: 1d20 + 5 ⇒ (4) + 5 = 9

Belimarius
Flunk: 1d20 + 6 ⇒ (3) + 6 = 9
Shandra: 1d20 + 6 ⇒ (4) + 6 = 10
Argoni: 1d20 + 5 ⇒ (10) + 5 = 15

Argoni has heard much about Belimarius, the tenth and final Runelord of Envy. Over 5000 years ago, she murdered her predecessor and ruled the the Thassilonian realm of Edasseril. She gained control of a nation of bitter rivalries, byzantine bureaucracy, and enslaved giants. Right before Earthfall, bad timing.

She used her incredible magical prowess to pull Xin-Edasseril became trapped outside the flow of time, allowing the runelord and her citizens to survive the worldwide calamity. Only recently did the city of old return upon the remains of the new town.

Flunk, Shandra and Argoni don't recall any specifics about Xin-Edasseril or Shard Cove, unfortunately.


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Argoni and Shadra pepper Guaril with questions, and he gives Valais a look. "Pathfinders. Subtlety. Why can't I combine these?" He sighs.

"All of this smug- er, rescuing, angers the runelord. She doesn't want anyone to leave. As soon as she learned of my operations, she put a bounty on my head. There are agents crawling around right the city now, looking for my head. I can't go there myself, that's why I'm hiring you." He seems a bit exasperated responding to Shandra.

Vallais steps in. "Guaril, sit down and drink some more mead, maybe it will calm you down." She clears her throat and looks at Argoni. "Remember you are under the cover of a merchant's group. Your traveling papers will keep you protected for five days. As long as there are guards within range you should keep your weapons sheathed. If you have to defend yourselves, then go ahead. I want you to come back alive, after all."

Grand Archive

CG male halfling investigator 8 | HP 86/86 | AC 26 (27 w/Shield) | Resist Cold 5| F +11 R +16 (+1 vs ally) W +14 | Perc +16 (low-light) | Stealth +16 | Recall: Arcana +15, Crafting +16, Nature +12, Occultism +15, Religion +10, Society +16 | speed 40 | Exploration Mode: Avoid Notice| ◆ | ◇ | ↺ | Current Investigation: location of Ardis Scholars
Versatile Vials:
7/8
Advanced Alchemy:
Moderate Bottled Lightning, greater darkvision elixir, insight coffee, lesser numbing tonic (5 temp hp)

Argoni waves his hand, dismissing any concerns they will be anything less than discrete. "Can you give us something to prove that we're there on your behalf? Something that will make them want to come with us? And do the clients know of each other?"

"Sounds like we ought to find Flitch first. He's the key to the tunnel and he found the note about Garrla. And we need room for four just to get Daffrid out. She might be the best one to keep with us, so we can get the others on the ship."

Radiant Oath

Unbreakable Goblin Champion of Cayden Cailean 6|CG | AC 25 | HP 54/80 | Fort +12 Reflex +11 Will +11 | Perception +9 Champion 6 (Liberator)

Grog listens carefully, nodding along with the conversation.

"Grog think all should have freedom. Grog help. Now, we merchants? What we selling or buying?"

Horizon Hunters

Fighter 5 AC 23 (24 with shield) | HP 68/68| F +11 R +10 W +11 | Init +11 Perception, +10 Stealth| low-light vision

I agree about Flitch, best to start with him.

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

No checks for Klank thanks.

The Dwarf in chain mail listens to the briefing and curses a bit to himself at his luck. A mission of stealth and subterfuge? Just the thing for a blacksmith.

He eventually speaks up "I'm a blacksmith by trade, and my assistant Gene here is my ever aspiring merchant. Between the two of us we should be able to help with our cover story. So long as you don't want too much of a story." From behind him steps out a small gnome with a big smile "Name's Gene Stifflestomp, great to meet you all! I've gotta say Mr Klank here makes the finest and sharpest tacks around!"

Klank gives him an eyeroll and shushes him "Don't say anything until I tell you to Gene. This isn't a joke." The gnome shrinks back into NPC hireling obscurity.

He nods in agreement with starting with Flitch.


Other Profile (his other 'job') Barrister and Solicitor Avatar | goblin Lawyer 2 | HP 20/20 | AC 16 | F: +5, R: +6, W: +5 | Perception(T): +3 | Speed 25

"I don't suppose anyone knows of Xin-Edasseril's main trade commodities," Flunk asks when Grog mentions selling and buying. "Guaril, any ideas?"

Before Guaril can probably answer, a Wild Dwarf appears!

"A blacksmith, ah! Perfect. Looks like we peddle in iron bars and weapons then, and we'll have someone with the knowledge to back up our claims, too. Very good, yes, very good." Once the briefing is over, Flunk finishes his notes and stuffs them into a manila envelope.


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"Filtch may be an idiot, but he'll recognize a catchphrase." Guaril turns to Argoni. "Remind him that his uncle has been asking about his slippers. He'll come around."

"As for the others, they're desperate enough. They want to leave. I don't have anything specific to get them to your cause. Just get them to cooperate and present their payment."

Horizon Hunters

Fighter 5 AC 23 (24 with shield) | HP 68/68| F +11 R +10 W +11 | Init +11 Perception, +10 Stealth| low-light vision

No other question for me Captain says Shandra


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You can retroactively ask questions to Guaril and Valais.

With your questions and preparations complete, you get your merchant papers and begin your voyage.

Xin-Edasseril is a city of gleaming architecture and beautiful vistas. Most of its structures stand as grand displays of the wealth and power of ancient Thassilon. Public construction projects dot the city, slowly erasing damage caused by its shift through time.

You all arrive at the city docks without much trouble. That luck soon ends as two armed guards arrive with gleaming magical weapons and armor. ”Travel papers, please.” You note a woman’s voice underneath the armor as she demands your paperwork.

As she takes a look at them, the other guard turns to you. ”Outsiders like you have to obey our curfew. You can be outside for 8 hours during the day, but you must be indoors at all other times. Also, your papers expire in five days. Keep your weapons stowed at all times within the city. This is strictly a no-chaos zone!” He chuckles, amused at his own joke. The other guard sighs and continues examining the papers.

After a few more minutes, she returns the papers to you. ”Papers are in order. You may pass.” The guards step aside.

Welcome to Xin-Edasseril. You can see the city map on slide 6

Monday, 12:00

Recalling information: If you want to learn more about these subjects, give me your bonus on one of the rolls. I roll these secretly and give you results.
Emerald Guard: Society or Thassilon Lore. You may also spend two hours on a Diplomacy check.

Xin-Edasseril’s great beauty clashes with its terrible oppression. Uniformed guards patrol the city streets, and residents give you a wide berth. Maybe they worry you are undercover spies. Maybe they are right. Five targets in five days… who will you look for, first? Sounds like you will look for Filtch first.

Travel between locations in Xin-Edasseril take 2 hours due to large crowds, narrow streets, and plenty of security checkpoints.


Other Profile (his other 'job') Barrister and Solicitor Avatar | goblin Lawyer 2 | HP 20/20 | AC 16 | F: +5, R: +6, W: +5 | Perception(T): +3 | Speed 25

"Strict curfew. Understood," Flunk nods firmly, flashing the guards a businesslike smile. "We'll setup somewhere busy, and see if we can make some good deals while in town." The goblin smacks his backpack, pretending it was full of trade goods.

Once out of earshot of the guards, Flunk turns to the others. "Alright, we're in! Now, to track down this Flitch..."

Society +6

Horizon Hunters

Fighter 5 AC 23 (24 with shield) | HP 68/68| F +11 R +10 W +11 | Init +11 Perception, +10 Stealth| low-light vision

@GM Shandra has Streewise who give her the ability to use Society instead of Diplomacy for gathering information without spending time, but at a higher DC

Shandra nods to the guards, and lets her more talkable comrades to speak.

Once the guards out, she agrees with Flunk. Yes, let me think where to look first.

First, Shandra used to deal with such problems thanks to her past, tries to assess, with the info she has where to look. use Streetwise(Society) +6

She also tries to remember something about the Emerald Guard Society +6

Looking at the list Guaril gave them, she says It seems that moving is time costly, could be best to start with one of the closest guy? Don't you think.

Grand Archive

CG male halfling investigator 8 | HP 86/86 | AC 26 (27 w/Shield) | Resist Cold 5| F +11 R +16 (+1 vs ally) W +14 | Perc +16 (low-light) | Stealth +16 | Recall: Arcana +15, Crafting +16, Nature +12, Occultism +15, Religion +10, Society +16 | speed 40 | Exploration Mode: Avoid Notice| ◆ | ◇ | ↺ | Current Investigation: location of Ardis Scholars
Versatile Vials:
7/8
Advanced Alchemy:
Moderate Bottled Lightning, greater darkvision elixir, insight coffee, lesser numbing tonic (5 temp hp)

Society +5

Argoni ducks around, seeing mostly legs and cloaks from his height. He sees a group spot them and give them a wide berth. "Well, I say there's little point in wasting time. Shall we go find our friend? I'm sure someone can point out the way."


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The guard gives the faintest of smiles. "See you on Friday. Move along, now."

Emerald Guard:

Flunk: 1d20 + 6 ⇒ (14) + 6 = 20
Shandra: 1d20 + 6 ⇒ (3) + 6 = 9
Argoni: 1d20 + 5 ⇒ (6) + 5 = 11

Shandra and Argoni find the people of Xin-Edasseril tight lipped about the Emerald Guard. "How do I know you're not one of them?" A red-haired gnome retorts.

Flunk Wright lists the proper procedures for law enforcement officials, how they must present their authority, when they must reveal their undercover status, and what recourse someone has to an abuser of the law. Whether the laws are applicable doesn't really matter. What does matter is that the gnome calms down a bit. "Well that's fun. But you don't know how the Emerald Guard works. So let me tell you more."

"The Emerald Guard is the city guard of Xin Edasseril. Highly trained and capable, they maintain a presence throughout the city. Graft and corruption are rampant among the organization." she rolls her eyes. "So a corrupt guard shows up, says whatever they want to say, and throws you in prison for who knows how long. Don't go poking your nose where it doesn't belong, or the guards will whisper secrets to the Runelord herself."

With this information in hand, you decide to head towards Filtch's last known address.
Giving Grog and Klank a chance to catch up before we move ahead later today.

Radiant Oath

Unbreakable Goblin Champion of Cayden Cailean 6|CG | AC 25 | HP 54/80 | Fort +12 Reflex +11 Will +11 | Perception +9 Champion 6 (Liberator)

Grog keeps quiet while the guard situation goes down, not knowing how they might react to his race. He has to work hard to not offer them a drink...

After they are through.."Hmmm. They serious! Yes. Go to nearest person, maybe grab Filtch first since he Big Fish. Keep looking humble."

No society or knowledge for these secret rolls

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Klank listens on to the rules and regs of the city, nodding in the affirmative. "Wish some of the places back home would adopt some of these no nonsense regulations. Keep the riff raff off the streets at night doing things they shouldn't be doing. Keep the honest folk safe, and their shops from bein' burgled."

This is where Gene tries to step in with a word of encouragement and a bit of brown nosing "We'll be on our best behaviors, Kernal Klank here is a stickler for rules, regulations, and schedules!" Damn schedules and invoices and payment memorandums gahh!

"Damn right I am Gene, damn right." Responds Klank, shoving Gene back behind him and marching ahead with the others. "Oh, we've got 8 hours a day.. but which eight?"

No checks on my end.

Klank's eyes light up as Flunk seems to know the ins and outs of local law, he even allows Gene to help schmooze the local gnome if it'll help. "Do NOT go offering my services again Gene or I'll dock your fees another 5% this quarter!"

Gene can assist diplomacy if needed, +3.


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Monday, 14:00

You walk past several buildings in Envy Row East. Rundown, dirty, smelly, littered with graffiti. Still feels safer than the city patrol. But this is Flitch’s address, and the front door is barred by a lock. The windows are boarded over and fragments of a flowerpot lie beneath one windowsill.

No guards in sight, no one paying attention to you. Looks like breaking & entering seems to be the norm around here.

You could try to pick open the lock (2 DC 15 Thievery checks) or try to Force Open the window with a DC 20 Athletics check.


Other Profile (his other 'job') Barrister and Solicitor Avatar | goblin Lawyer 2 | HP 20/20 | AC 16 | F: +5, R: +6, W: +5 | Perception(T): +3 | Speed 25

+6 Legal Lore

Flunk looks upon the boarded up home and the broken flowerpot. "Well, it doesn't take a lawyer to know that breaking in can't be legal, but our mission is our mission. Anyone care to give the lock a try?" He glances at Argoni. "Or perhaps toss your weight into it, Klank?"

Grand Archive

CG male halfling investigator 8 | HP 86/86 | AC 26 (27 w/Shield) | Resist Cold 5| F +11 R +16 (+1 vs ally) W +14 | Perc +16 (low-light) | Stealth +16 | Recall: Arcana +15, Crafting +16, Nature +12, Occultism +15, Religion +10, Society +16 | speed 40 | Exploration Mode: Avoid Notice| ◆ | ◇ | ↺ | Current Investigation: location of Ardis Scholars
Versatile Vials:
7/8
Advanced Alchemy:
Moderate Bottled Lightning, greater darkvision elixir, insight coffee, lesser numbing tonic (5 temp hp)

"Really? Really?! You just assume the halfling is unscrupulous enough to open a locked door? I'm ap..." He scrunches his face in frustrated effort as his picks slip out of the lock. "I'm appalled at you! Stereotyping people..."

Thievery: 1d20 + 6 ⇒ (6) + 6 = 12
Thievery: 1d20 + 6 ⇒ (8) + 6 = 14
Thievery: 1d20 + 6 ⇒ (6) + 6 = 12
Thievery: 1d20 + 6 ⇒ (14) + 6 = 20
Thievery: 1d20 + 6 ⇒ (9) + 6 = 15

Radiant Oath

Unbreakable Goblin Champion of Cayden Cailean 6|CG | AC 25 | HP 54/80 | Fort +12 Reflex +11 Will +11 | Perception +9 Champion 6 (Liberator)

"Yeah! Grog no amused you think shorter races all thieves!"
As he places his pick set back in a pocket...

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Klank stands there and watches the small folk open the door, quietly even. "Well, not saying I couldn't pop that open with my crowbar, but I'd rather not have to."

He bends over to check under the flower pot "Didn't they mention a flower pot?" Then he looks over the door quickly, hoping the two smalls didn't just set off some sort of trap.

Perception +7

Horizon Hunters

Fighter 5 AC 23 (24 with shield) | HP 68/68| F +11 R +10 W +11 | Init +11 Perception, +10 Stealth| low-light vision

Shandra looks for any trouble while her comrades are trying to open the door.

Why don't they try to knock on the door?


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A thin layer of dust covers the floors of this sparsely furnished wood-walled apartment. The northern wall bears crude etchings, graffiti, and other odd markings.

Flitch isn’t here, but Guaril said he would be. Time for a search.

Perception:

Kernal Klank, Expert: 1d20 + 7 ⇒ (14) + 7 = 21
Flunk Wright, Trained: 1d20 + 2 ⇒ (7) + 2 = 9
Shandra Redclaw, Expert: 1d20 + 7 ⇒ (3) + 7 = 10
Argoni, Expert: 1d20 + 6 ⇒ (13) + 6 = 19
Grog: 1d20 + 3 ⇒ (10) + 3 = 13

Klank searches under the flowerpot, but he doesn't find anything besides some dirt. He walks around the walls for a bit and notices some writing on the wall. He calls the other Pathfinder’s attention and points to some graffiti. Argoni realizes one of the scratchings has Flitch’s name in it! This must be some kind of hidden message.

Skill checks:
If you are trained in Society, you can spend 10 minutes trying to Decipher the Writing on the wall to decode the secret message.
Alternatively, you can spend 2 hours and make a Diplomacy check to track down his Flitch’s whereabouts.

Horizon Hunters

Fighter 5 AC 23 (24 with shield) | HP 68/68| F +11 R +10 W +11 | Init +11 Perception, +10 Stealth| low-light vision

Shandra tries to decipher the hidden message in the writing.

@GM Having the criminal background can I use Underground Lore rather than Society? Both are +6 but it could be easier to do it with it!

Radiant Oath

Unbreakable Goblin Champion of Cayden Cailean 6|CG | AC 25 | HP 54/80 | Fort +12 Reflex +11 Will +11 | Perception +9 Champion 6 (Liberator)

Grog looks at the scratching on the wall, cocks his head to one side and then the other.
"Did a chicken scratch he walls here?"


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That makes sense to me.

Sandra uses her Underground Lore:

1d20 + 6 ⇒ (17) + 6 = 23

Filtch is with the squealers now.

The worst part of hiding from the guard? The rats. They always squeal when they see you, they are covered in filth, and sometimes they're wet. Especially when they come from the sewers.

That's it! Filtch must be hiding with the squealers in the sewers! Sandra reads the rest of the writing and realizes they are rough directions to Filtch's Sewer Hideout.

Sandra knows Filtch is hiding in the sewers. She also knows enough to make a rough map leading to his hideout. You all get a +1 circumstance bonus to Survival checks to Track Flitch to Flitch’s Sewer Hideout.

So, time for the sewers? Or do you want to decipher the message with Society(takes 10 minutes) or Diplomacy(takes 2 hours)?

Horizon Hunters

Fighter 5 AC 23 (24 with shield) | HP 68/68| F +11 R +10 W +11 | Init +11 Perception, +10 Stealth| low-light vision

Basic smuggler writings. Thanks Filtch for the tip.

Shandra quickly explains what she knows and adds Time is the essence here. Let's go now as I'm sure about the meaning of this message.

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Klank gives the graffiti a look and shrugs his shoulders "Outta my wheelhouse so whatever you guys think works for me."

Ya none of those checks for me.


Other Profile (his other 'job') Barrister and Solicitor Avatar | goblin Lawyer 2 | HP 20/20 | AC 16 | F: +5, R: +6, W: +5 | Perception(T): +3 | Speed 25

"Ah, how unprofessional of me to make such assumptions," Flunk apologizes to Argoni. "Sure, let's make for the sewers."

Grand Archive

CG male halfling investigator 8 | HP 86/86 | AC 26 (27 w/Shield) | Resist Cold 5| F +11 R +16 (+1 vs ally) W +14 | Perc +16 (low-light) | Stealth +16 | Recall: Arcana +15, Crafting +16, Nature +12, Occultism +15, Religion +10, Society +16 | speed 40 | Exploration Mode: Avoid Notice| ◆ | ◇ | ↺ | Current Investigation: location of Ardis Scholars
Versatile Vials:
7/8
Advanced Alchemy:
Moderate Bottled Lightning, greater darkvision elixir, insight coffee, lesser numbing tonic (5 temp hp)

Argoni sighs. Sewers, I guess. I just better get a hot meal and a bath afterward."


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Monday, 16:00

As you enter the sewers, you notice a few things. Well, besides the stench. You more importantly notice the change in abrupt change in architecture - from old to new. The modern styled walls are disused, damaged, or destroyed by the ancient-style sewer walls. The old city must have crushed the newer sewers when it returned from the past.

GM Rolls:

Kernal Klank, Expert: 1d20 + 7 ⇒ (1) + 7 = 8
Flunk Wright, Trained: 1d20 + 2 ⇒ (3) + 2 = 5
Shandra Redclaw, Expert: 1d20 + 7 ⇒ (16) + 7 = 23
Argoni, Expert: 1d20 + 6 ⇒ (4) + 6 = 10
Grog: 1d20 + 3 ⇒ (8) + 3 = 11

Shandra sees the writing on the stone walls. Yup, it's the same graffiti you saw in Filtch's home. You must be on the right track. The sewers are a maze of dank, walled passages, alike. You’ll need some good navigation in order to avoid getting lost.

Someone trained in Survival must make a DC 15 check. You get a +1 bonus to your check, thanks to the basic directions Shandra picked up.

Radiant Oath

Unbreakable Goblin Champion of Cayden Cailean 6|CG | AC 25 | HP 54/80 | Fort +12 Reflex +11 Will +11 | Perception +9 Champion 6 (Liberator)

Before leaving the house, "Yes. Time essential! Maybe we copy this down, be working on it while travel?"
If that is an option, Grog will do so. Grog is always willing to help, even though he may be of little help in actuality. :)

Once in the sewers,"This why Grog adventure. This how sewer home many Gobbos use back in Absalom look. OK, it not look this bad but smell about same.."

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Once the group makes its way down into the sewers Klank draws out his steel shield and gives it a kiss. "Never leave home without a good shield at yer back." He takes a look at the map and attempts to navigate the group forward.

"I grew up livin' underground, makin' my way through these tunnels shouldn't be too hard." He heads along, exploring the way forward.

For exploration mode he's going with search, +7. Also, his survival is +5, +6 with the bonus.


Other Profile (his other 'job') Barrister and Solicitor Avatar | goblin Lawyer 2 | HP 20/20 | AC 16 | F: +5, R: +6, W: +5 | Perception(T): +3 | Speed 25

Ensuring his briefcase doesn't touch the nasty sewage, Flunk constantly checks the knot in his tie for symmetry while Klank explores the path forward.

No survival, just flavor

Grand Archive

CG male halfling investigator 8 | HP 86/86 | AC 26 (27 w/Shield) | Resist Cold 5| F +11 R +16 (+1 vs ally) W +14 | Perc +16 (low-light) | Stealth +16 | Recall: Arcana +15, Crafting +16, Nature +12, Occultism +15, Religion +10, Society +16 | speed 40 | Exploration Mode: Avoid Notice| ◆ | ◇ | ↺ | Current Investigation: location of Ardis Scholars
Versatile Vials:
7/8
Advanced Alchemy:
Moderate Bottled Lightning, greater darkvision elixir, insight coffee, lesser numbing tonic (5 temp hp)

Argoni delicately steps in the sewers until he takes a poor step and splashes in some nasty muck. He sighs. "Oh well, I guess it was inevitable." He follows Klank along as he tries to find their way.

Horizon Hunters

Fighter 5 AC 23 (24 with shield) | HP 68/68| F +11 R +10 W +11 | Init +11 Perception, +10 Stealth| low-light vision

For exploration mode, I will also use perception (+7)

Shandra don't seem to bother being in the sewers.

She says I have some experience too with using sewers for a way to traveling stealthily. But, I don't see in the darkm so Kernal could be the best to lead us.

+5 Survival, +6 with the bonus


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Yup, it''s the sewers alright. Dirty, smelly, and filled with rodents and vermin, squeaking as they clamber out of your way. Also it's surprisingly spacious, like a cave with a small stream running through.

Survival:

Klank: 1d20 + 6 ⇒ (13) + 6 = 19
Shandra: 1d20 + 6 ⇒ (5) + 6 = 11

Shandra looks at the map she drew but she isn't able to get a reference point and loses hwer bearing. But Klank knows the underground, and he is able to reorient her and lead the way. It isn't long until the tunnels widen and the stench lessens just enough to reach a maintenance chamber.

Inside the depths of a sewer maintenance chamber you find a small campsite. One human man looks up at you and reaches for his weapons. He pushes a black curl of hair away from his eyes and looks at you, scanning for threats. Still, he maintains his composure, ”Say there. Any messages for me?”

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