| GMAndrewW |
Harsk puts his shoulder to the window frame but it seems more solid than he orignally thought. A second heave pops it open with a wet crack of rotten wood. Checking to see no-one has noticed your break in the group is able to scramble inside. A thin layer of dust covers the floors of the sparsely furnished wood-walled apartment. The northern wall bears crude etchings, graffiti, and other odd markings.
That fails, to save time I will just make a few more checks.. This is pretty much a roll until you get in situation anyway.
Athletics: 1d20 + 7 ⇒ (18) + 7 = 25
What do you do? If you want to try and make sense of the graffiti it wil taes 10 minutes and I need to know your society modifier.
Gita Cayda and Accomplice Git
|
Gita glances quickly at the writing to see if she knows the language (probably doesn't); if not, she then works to get the broken wooden frame looking a little more like it was before, from outside. She asks Git to sniff for signs of life...
(She speaks Common, Gnomish, Goblin, Sylvan, Tien; Society is +5.)
| GMAndrewW |
Harsk and Gitaa examine the markings. Both find indications that they were left by Flitch. Harsk finds a sign which indicates that Flitch has gone to ground in the sewers. There is a nearby sewer grate location hidden in the graffiti. Gita thinks the signs are different, it looks like Flitch has instead fled the city altogether and headed off into the mountains.
What do you do?
Master Jeeves
|
Jeeves nods to Harsk in thanks as the ranger manages to get the door open. Jeeves is a little confused that Harsk didn't take advantage of his lock-picking skills, but whatever works! He shrugs and follows Harsk and Gita into the room.
When he sees Gita working on trying to repair the broken door frame, he smiles, "Good thinking, Gita! Perhaps if we work together. I have a repair kit that might help." He rummages in his pack and pulls out some tools.
Crafting: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
The +1 is for using the superb repair kit.
After doing what he can with the door frame, Jeeves joins Harsk in studying the graffiti. Society is +8
Looks like my post crossed with our GM's post. Let's add this instead.
Jeeves looks back and forth between Harsk and Gita, confused as to their different interpretations. He studies the graffiti himself. Depending on what he finds, he adds, "With Flitch so desperate to leave town with us Pathfinders, it's not likely he fled to the mountains. Perhaps we should check the sewer system that Harsk is indicating?"
Master Jeeves
|
My apologies about the door/window thing. I read it wrong. :(
When Harsk asks about heading down to the sewers, Jeeves nods. "Yes, sounds like it's worth checking out." He taps his bandolier, "I have one anti-plague potion that we could use if one of us contracts a disease."
| GMAndrewW |
The group heads into the back streets behind the sad little appartment. The sewer grate is in a rubbish choked alley. Levering open the grate you slipped inside. Its very dark down here and it stinks. Those of you who cannot see in the dark will need some sort of light source.
At this point you can each choose an exploration tactic. Tracking Fitch is a tactic at least one person will need to use to try and find him. Otherwise you may pick one of the regular ones HERE. If you are tracking go ahead and give me a survival check, if you are searching give me a perception check
Gita Cayda and Accomplice Git
|
Git the tabby speaks up and says, She gets lost a lot, too much worship of her deity! You should go with the furry man. Gita looks startled and glares at the tabby. HEY! You just want to go to the sewers to catch fat mice. Well those are RATS not mice, you sure can't take them after all that chicken you ate last night
The interchange continues for a while but luckily kinda quietly.
(this was meant to be before we all headed into the sewer, slow loading)
Beckett the Burned Mage
|
Looking into the sewer grate Beckett mumbles, "Better safe than sorry." After a few arcane words a suit of shimmering blue armor wraps itself around the goblin and he climbs into the sewers.
Beckett begins searching for signs of Flitch's passing.
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
After a moment he says, "Oh! I suppose some light might help for some of you huh?"
Mumbling a brief incantation under his breath Beckett snaps his fingers and light begins to emanate from the crowbar.
Master Jeeves
|
Back in the apartment, Jeeves chuckles at the exchange between Gita and her cat.
Here in the sewers, is low-light vision enough to see? Ahh, not as important now that Beckett provided light, but still good to know just in case.
As his gnome-ish eyes get used to the darkness, Jeeves turns to the goblin and smiles, "Thanks for the light, good Beckett." Trying to determine which way is best, he adds, "I'm afraid my tracking skills are lacking." Instead, Jeeves scans the area for any clues.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Exploration Mode: Search
| GMAndrewW |
Low light vision would not be sufficient down here.
The group start making their way through the sewerrs. As you go Jeeves spots more grafitti on one wall, illuminated by Beckets light spell. It is the same as that in the apartment and you quickly find the same symbols. It seems you are on the right track!
Jeeves also spots a loose stone in the same wall. Prising it out you find a small cache of silver in a rotting pouch along with a gleaming silver shield.
Congratulations, you have found your first treasure bundle. I do need someone to make a survival check if you want to find Filch's hideout, otherwise you will just get lost in the sewers.
Dar Credito, 2e Sorcerer
|
Does it also take 2 hours to get from Flitch's place to the sewers? If so, then 4 hours and 10 minutes have already elapsed. Is that correct?
Once the party enters the sewers, the sorcerer calls upon the powers of his bloodline. "May the blessings of the Dawnflower grant us light." (Casting the light cantrip.)
Exploration activity: Search
Marching order: Middle
Kanubis Reborned
|
Why this tomb is so nasty?... oh, thats not a tomb. - nods Kanubis as far as team enteraing sewer. They were lucky not being spotted, so the dwarf keeps his eyes up and stay not far from Becket to see colourful picture around.
Prefer Search mode. Perception +6. and Stonecunning racial feat, which amy provide +2 circumstance bonus. Darkvision if necessary. If we are lack of tracking then Survival is +6 either.
K'Anubis makes a simple mask, and stew it with alcohol. He's like an elephant in a tian shop afraids of accidentelly push gnomes around, step at Git or another mouse or just find guano on his way.
Jevees, even thoug you do not want to be called a master, your craftmenship is really impressive.
As far as the find cache, K'Anubis write down some notes.
Thank you for light, friends! And, yeah, agree with you, Becket, its prety s*+*y around.
But Kanubis obviously interested in the symbols. He inspects it carefully and suggests to follow, looking for same symbols.
Matbe someone can read find and ident magic, freinds? this will slow us down a bit... but may be worthy ... and does anyone translates Tassilonian here?
Beckett the Burned Mage
|
"Sure K'Anubis. I can check for magical auras and read Thassilonian."
After a cursory glance to see if the graffiti says anything meaningful in Thassilonian Beckett examines the items in the hidden cache for any magical essence.
I will use Detect Magic for exploration mode just to cover our bases.
Dar Credito, 2e Sorcerer
|
No, the sewer entrance is nearby. One of you needs to try the survival though.
OK, thanks. Am just trying to wrap my head around it. We've spent just over 2 hours and 10 minutes in the city, then.
and does anyone translates Tassilonian here?
"I am also well versed in the language of Thassilon."
Master Jeeves
|
Jeeves looks around and laughs, "We seem to have no shortage of Thassilonian speakers in this group. We could be having this very conversation in Thassilonian instead of Common!"
Jeeves studies K'Anubis and smells something funny. Probably just the sewers, he thinks. "K'Anubis, you said you have some tracking experience?" Think he mentioned Survival +6.
Kanubis Reborned
|
Oh, yeah, I got some experience. If I can overcome my stomach reactions... , Kanubis burps, asks for excuses and taking the lead
Survival: 1d20 + 6 ⇒ (20) + 6 = 26
That is obvious, my friends, just follow! Light still appreciated, not in the face please. I will lead now if you wont hurry me.
| GMAndrewW |
K'Anubis is easily able to navigate the dank, dark sewers, aided in particular by his keen dwarven darkvision. The trail leads to what appears to be a rather bare maintenance chamber. Someone has set up a basic camp here, a tent, small firepit with a kettle balanced above it, a camp stool and a pack with various papers sticking out of it. The magical light provided by Beckett illuminates the face of a harried looking dark haired young man.
He emerges out of the tent blinking and peering at you. Err, hello, who are you? Do you have a message for me? he asks somewhat uncertainly.
I have added his image to the slides
Master Jeeves
|
Jeeves follows K'Anubis through the tunnels. When he sees the young man in the tent, he doffs his top hat with a gregarious smile, "Well met, good friend. I am Jeeves. My companions and I were sent from the Pathfinder Society to help."
He thinks back to the information given to us on the boat and adds, "We have a message from your Uncle. He's concerned about your ... slippers?" Jeeves seems a little unsure about this message, but does his best to sell it.
Kanubis Reborned
|
Hello, dear friend! If we met here I suppose it is gods plan! Or some another plan. We a looking for a client here.
,- Kanubis aproaches politely, tryin to understand who they faced
Oh, my name is Kanubis! Whats yours? Probably we got a message exactly for you...
| GMAndrewW |
At the mention of slippers the man looks visibly relived, Oh thank the gods, I've been wondering when someone would turn up. I'm Flitch Napovik but if you have the password I assum you must know that. Wait, what, you're Pathfinders? Well, I never expected that. So, what's the plan for getting me out of this hellhole? I have some forged travel document here he says, pulling out a variety of papers from his pack.
If you want to examine them I will take a Perception or Society check
Here, you best take these as well, as payment for the help he ays handing Jeeves a pack.
It contains a disguise kit, a repair kit and a minor healing potion and is your second Treasure Bundle
Beckett the Burned Mage
|
"Yeah, the plans had to change in a hurry. We hear you know a route to Shard Cove." Beckett says as he takes the proffered document.
Society: 1d20 + 8 ⇒ (18) + 8 = 26
| GMAndrewW |
Flitch grins at Beckett, Yeah, yeah, I know the way. Wormed it out of some piece of skirt at the Rockfish Inn. The lass actually thought I was in love with her, a dwarf, HAH, as if. He then notices K'Anubis and loudly clears his throat. Well, yes, these tunnels down here connect with a cave system which leads to the cove. The route is complicated so people arent likely to stumble on it by accident, not that many use these tunnels. I can lead you there if you want or draw you a map. Anyway, how is my uncle he says, putting particular emphasis on the word, whats the new plan to get ME out of here?
Beckett, examining the papers they look like rather poor forgeries although they are good enough to give anyone making their own a +2 bonus on their Society check.
Beckett the Burned Mage
|
"Uh, your "uncle" is fine. As far as the plan we've got a ship in the harbor and another meeting us in Shard Cove. You're not the only one we're here for though. Your "uncle" has several other "friends" he asked us to retrieve." Beckett stops and looks at the papers again. "Wow...these are not good. They're better than nothing though, I guess, so you'll probably leave with us while those without papers leave from Shard Cove."
Master Jeeves
|
Jeeves looks impressed. "You're a clever man, Master Flitch. Your maps to help us find you worked well." He smiles and confirms what the goblin said, "As good Beckett explained, we have two boats that will be here over the next few days."
Realizing it might be prudent to withhold some information to ensure Flitch's cooperation, Jeeves adds, "We'll tell you more information when it gets closer, but we may need your help with these other passengers that Beckett mentioned. Can we count on your help and discretion?"
Kanubis Reborned
|
Well yes, your uncle asked to look over you. So, we power, you provide! In a week you will remember with smile aboit this vocation journey.
K'Anubis suggests to discuss other clients from the list right there. True, Filter could be capable to aid
Master Jeeves
|
Seeing Flitch get agitated, Jeeves attempts to ease the situation. "My dear Flitch, do not worry. We have no desire to keep you any longer than necessary. Given your importance, we came to you first! Rest assured that we'll do right by you."
Diplomacy-Make An Impression: 1d20 + 9 ⇒ (12) + 9 = 21
Jeeves continues, "Yes, perhaps it's best if you show us the path to the cove. Lead the way, good Sir." While the group follows Flitch, Jeeves asks, "Given the secrecy of these tunnels, it might make sense to have a few other friends of your uncle meet near your campsite the night before the ship arrives. I trust that would be okay?"
| GMAndrewW |
Flitch seems mollified by Jeeves' smooth diplomacy and shows you the route through the sewer tunnels and out into the cove. Reaching the area it is immediately obvious to all of you that if you are to get to the ship here you will have to swim quite some distance or have some sort of boat or rafts. The shoreline is jagged and broken with many sharp looking promontories of rock sticking out here and there. It is an uninviting place.
Having worked out the way to the Cove you return to Flithc's hideout. He wishes you good luck and says he will remain here to wait for you and the party that is to leave on the first boat.
You can send others this way if you want but make sure they are careful, don't want to draw too much attention to this place.
OK, you have resolved Flitch, there is nothing more to be achieved here. Where to next? You have been going about 3 hours now of your 8 hour day. You do still need to find somewhere to stay. Your list does have an Inn on it and, in fact, looking it over you may recall that Flitch mentioned the place...
Master Jeeves
|
Jeeves thanks Flitch for the showing them the path to the cove. "It would appear the passengers will need a raft to reach the dock from here. Were you planning on swimming or do you have any suggestions for transportation?"
Considering where to go next, Jeeves looks to the others. "Since we need a place to stay, should we check out this Rockfish Inn that Flitch mentioned?" After thinking for a moment he asks, "Isn't one of our passengers located there?"
Kanubis Reborned
|
Rockfish Inn sounds good for me. Especially if they got underground floor. And Milk. I startred to like milk after reinarnated. Anyway. We definitelly need a place to lay safe. And what strane preferences got gnome like you, dear Jeeves?
Kanubises mood obviously raises after getting away from sewers and he'd prefer to continue searching for clients from the list tomorrow. Also its gonna be good opportunity to listen for roomors and ansewrs whitn the Inn... For now its just fine we've found Shard Cove
| GMAndrewW |
The group heads across town and finds a sturdily built stone building with a meticulously thatched roof is marked by a hand-carved wooden sign with silver inlays that declare the building to be The Rockfish Inn. The Inn has been boarded up and a sign on the door states it is closed due to illness. A stable next to the inn holds two mules and a light wagon.
It takes two hours to get here, total time elapsed Day 1, 5 hours. What do you do?
Gita Cayda and Accomplice Git
|
Closed due to illness!!! that's awful, I was hoping there would be a nice local ale!. Maybe something else is going on though... Git, smell anything? Gita goes up to the sign as if struggling to read it, trying to listen carefully though, and to give Git a chance to sniff.
Master Jeeves
|
Jeeves nods to Beckett in agreement. While the goblin is searching the wagon, Jeeves walks around the main building of the Inn. He carefully inspects the boarded up windows and doors, looking for any openings to peer through and stopping periodically to listen. Perception at +8
Assuming we don't get any further information...
Jeeves meets the group back at the front door. "If I'm remembering our briefing notes correctly, the Rockfish owner Yuleg is one of our clients." He thinks for a minute and suggests, "Since using a crowbar would likely be noisy and alert anyone inside, we could just knock." He looks to each party member to get their thoughts.
| GMAndrewW |
Can Gita and Git talk to one another? I cannot see on your sheet which ablities you have given it. At a base familiars only have empathic communication.
Beckett pokes inside the wagon and finds it empty. The mules snuffle at him and neigh quietly. It appears that their hay basket and water bucket are both empty.
Dar Credito, 2e Sorcerer
|
Beckett pokes inside the wagon and finds it empty. The mules snuffle at him and neigh quietly. It appears that their hay basket and water bucket are both empty.
Speaking with a clear voice (to avoid startling anyone who might be nearby and unseen), Dar will say: "You poor mules! Here, have some water."
If there's no water conveniently nearby, the sorcerer will use his water skin to start watering the mules. I presume that, with a medicine check, we'd know that the mules can't have been 'unwatered' for too long; else, they'd be dead. If there is ample time and opportunity, Dar will try to find feed for the mules, too. But the mission has priority.
__________________________________________________
If you need to make a secret check, my medicine bonus is +7 with healers tools or +6 without.
Gita Cayda and Accomplice Git
|
Can Gita and Git talk to one another? I cannot see on your sheet which ablities you have given it. At a base familiars only have empathic communication.
Beckett pokes inside the wagon and finds it empty. The mules snuffle at him and neigh quietly. It appears that their hay basket and water bucket are both empty.
Git does have 'talk' and 'scent', plus the basic 25 move. I've added her info to my Character sheet though it wraps kind of oddly at the bottom.
Git usually sits in Gita's backpack with head poking out, ducking inside during combat,unless I specify otherwise.
Kanubis Reborned
|
Yuleg has a gaughter. I wonder where do thely live usually. I will see around.
Kanubis walkes around the Inn and via nearby streets, watching at the Inn from afar from different angles. Maybe aks locals about why Rockfish is closed, friend, do not you know?
Society +5 if it may work. Ready to take 10.
Master Jeeves
|
With no apparent objections, Jeeves waits till everyone is gathered near the front door. He knocks firmly and calls out in a clear voice, "Master Yuleg? Sir? We were sent by ... a mutual friend to help you..." And then nodding to K'Anubis mentioning Yuleg's daughter, Jeeves adds "...and your daughter."
Looking at the "Closed Due to Illness" sign, he offers, "If you're sick, perhaps we can provide aid." He pauses and listens for a response.
| GMAndrewW |
Dar waters the mules which bray in thanks. It looks like their water ran out fairly recently. Git can smell a mixture of stale sweat and chicken broth. K'Anubis enquires at a nearby bakery, the proprieter tells him that Yulegs daughter has come down with something, he has been spending all of his time looking after her. As she helped run the Inn he has had to close as he cannot manage running it and looking after her.
Jeeves knocks on the door. After a few minutes it is opened by a rather tired looking dwarf with an unruly orange beard. He doesnt look like he has slept much in several days and his clothes are crumpled and stained.
He looks at you quizically, I am sorry sirs but we are closed, what do you mean a mutual friend?. Who?
He appears to be tired and a little confused.