| GM Kwinten |
You have all received a request from Valais Durant of the Radiant Oath faction. You're all aboard a boat called the Merry Mayfly, and it's headed to Xin-Edasseril. You've been on this boat for a while now, so you've had time to get to know each other.
I won't start the adventure just yet, but you can use this time to introduce your character.
For those not entirely up to date on the lore:
Radiant Oath: Unlike its spiritual predecessor, the Silver Crusade, which threw itself forcefully at the most significant threats and villains, the Radiant Oath emphasizes acts of kindness, compassion, and redemption. However, when dire evils threaten the world, the members of the Radiant Oath are ready to combat it. By consistently promoting the cause of good and building the faction’s reputation, the Radiant Oath strives for greater influence in the Society to direct its resources toward just causes.
Varisia and New Thassilon: A long, long time ago, the Runelords ruled over an empire called Thassilon. Runelords were all very evil, and each Runelord was tied to a separate school of magic and embodied a specific sin (there are seven Runelords). Eventually, that empire fell (during Earthfall, I believe), and Thassilon got wiped off the map. After a long time, the country Varisia was built on the foundations of old Thassilon. Thassilonian ruins were everywhere, so it's an interesting place for adventurers to go to.
However, there is one wrinkle: the Runelords all saw this coming and made preparations. Some put themselves into stasis, others went to a different plane, one even turned into a lich. As part of the transition from Pathfinder version 1 to Pathfinder 2, those Runelords woke up again, and took back Varisia, changing it back into New Thassilon. Several Runelords got killed, but there's still a few roaming around.
New Thassilon is divided into two pieces: In the west, one of the Runelords has shed her evil ways and has become a neutral ruler. She wants to turn her piece of the country into a sort of shelter state for misfits, exiles, and so on. That is not where you are going. In the east, Belimarius, the Runelord of Envy rules, and she's still very much evil.
Tao Lin Chen
|
Tao Lin is a tall muscular middle aged Tian man, he wears very simple but dusty robes, depicting an wide open hand, palm facing forward. There is a single manacle on his left ankle, the skin around it appears scraped and inflammation is apparent, but he walks with the stride and confidence of a man who has total control over his motor functions.
"In all my years of study and training in my exile, I never saw the ocean.
It's beautiful alright, but somehow I can only meditate properly with my eyes open."
His head snaps up, seemingly having lost his train of thoughts.
"Pardon, didn't mean to disturb you with my thoughts."
He retreats into a corner, takes a very uncomfortably looking cross-legged position and closes his eyes.
Ulfar the Trickster
|
Thickly bearded man in studded leather armour containing quite a few cuts, two sturdy axes swinging from his belt casually, snarls in response:
"Bah, your thoughts disturb me not, ye monk! I am more focused on keeping me guts from jumping from me stomach!"
He spits into the sea and inhales sharply.
"Blasted ships always gives me a rumble belly. Names Ulfar, not that you asked though... What's ye name? And what is the deal with that blasted manacle on ye foot? Are you running from someone?"
Ulfar makes few steps towards Tao Lin, but than grasps the railing, and turns green for a second...
Tao Lin Chen
|
Not heeding his own advice, the Tian man closed his eyes again while meditating, a loud thundering rumble can be heard across the deck as he sprints and joins the bearded man at the railing.
After retching, he smiles and looks at his neighbor :
"Clearly, there was something wrong with last nights dinner..."
He wipes away the last chunks.
"The name is Chen"
He places his arms on his chest and bows deeply.
"The manacle is a token, a reminder of the times where the teachings of Irori had not yet reached me".
He gazes of in the distance as sadness grips his face for the slightest of moments.
"It's ironic; while incarcerated I craved the release of my physical form. Then I realized that it was I who had imprisoned my spirit for far longer.
"Don't worry for me Ulfar, I have served my time. The only thing chasing me is karma."
"Have you seen the others ? The ones that were sent out with us ? I hope to arrive in Varisia soon."
Koredrel
|
While the Tian man and the seasick warrior talk, a third man joins them on deck. He is a long and wiry elf, with green straks in his blond hair and green tattoos al over his face, as if he has painted some camouflage on. He's dressed in leather armor and at his belt hangs a typical weapon: while it's curved like a scimitar, it's thinner en probably even sharper.
"This wide open water is strange to me too. It's my first travel by boat. I'm happy that I don't have to suffer from seasick as you do, Ulfar. And I'm glad I haven't been in your position as well, Chen. I life and thrive in the woods. But I/m rude: my name is Koredrel. Glad to meet you both"
For his doing this was a long speech from the elf, and he stops talking, somewhat embarrased.
Ulfar the Trickster
|
After emptying contents of his stomach, Ulfar turns back to face the deck. He wipes his mouth with his hand, and immediately extends it to great slender elf.
"Well met Koredrel! I hope the sea will treat ye fairer than us."
Noticing some filth still stuck to his palm, he grins widely, and after some consideration and hesitation from the Elf, wipes it on the edge of his cloak, and extends it again.
"Excuse me manners, I am more comfortable with axes in me hands, rather than with courtesy"
Koredrel
|
With a slight grin, Koredrel waits till Ulfar has cleaned his hand somewhat before he shakes hands.
"Well met. I don't have any problems with the movements of the ship yet, but I'm not so sure how I would react when storm was brewing."
And turning to Chen:
"I have only a small knowledge about your part of the world, but I reckon you're quite far away from home, ending here?"
And to both:
"I thought we would be with four or five even, but I don't see more than the three of us. Are they on board or do we have to work as a threesome?"
Ulfar the Trickster
|
"More like three and a half, I have seen a dwarf on board, and he was not looking like a common sailor."
Ulfar pet his axes on his belt
"It is good to be working with a dwarf again, their people appreciate good war tools, and sturdy as a rock! Can be dull as one also, but I don't mind as long as they know how to swing their axes"
Dothrek Deathbane
|
Walking on deck is a blondhaired dwarf. As most dwarfs he looks sturdy in his breastplate. Just as the elf he has a typical weapon, a heavy, larger version of the normal war axe. He is holding a cup of ale, which he manages to empty without spilling.
"Greetings, name is Dothrek."
To Ulfar:
"I hope that was not a short joke, would be a shame to start this adventure off on the wrong foot."
Ulfar the Trickster
|
"Bah, not at all Dothrek, in me profession size is measured only by the advantage it gives in combat. Being short in combat is no joke, handy to cut a tenant low, or crush a knee cap with a strike at a good angle"
Ulfar straighten himself, eyeing dwarf to measure his stature. Satisfied, he adds after a short pause:
"Ye be judged by your prowess in battle, and by nothing else dwarf. I might have not seen the most battles, but the ones I have survived taught me not to underestimate anyone by he looks alone."
Petite Chenille
|
On deck, at the portside of the Merry Mayfly, a halfling is hanging on the railing. He is wearing a yellow outfit with green accents, a long cape, and a mask which covers the upper half of his face. ”Damn…. you… old nemesis… As always… you haunt me… as you did… with my lady…”
”Although you took… my breakfast…” and the sick halfling suddenly raises his left fist ”I WILL thwart your attempt… to illegally make off… with… my lunch…”
He grips the railing with fervor. A sudden wave rocks the ship, and the halfling almost relinquishes his meal to the ocean.
”For I am… the Petite Chenille…! Halfling of… justice…, trusty sidekick… to the Grand Papillon…! My slingstaff… bring hope…! My cape… comfort to those… that need it…!”
After a short silence: “These lines are… great... I should… write them down… when we hit… the shore…”
As the rest will sooner or later realize, this halfling (and his version of reality) has been assigned to partake in this mission. But until the boat reaches port, he will mainly be found on the railing, monologuing into the distance.
Tao Lin Chen
|
Chen takes his time and circles around the newly arrived Pathfinders, each is greeted with a courteous bow and the tiniest of nods -even the strange Halfling, who hardly seems to notice Chen-.
He finishes his tour in front of the tall elf Kolodrel :
"It has been 2 'moonshades' since I have been in the Dragon Empires, I too have sought the refuge and solitude of nature.
I have spent many seasons in the Mindspin Mountains, training and praying, high up in my sanctuary of stone."
While making full eye contact, he asks :
"What part of nature do you hail from Kolodrel ? "
Lilly-Ann
|
Indeed! What is the thing with Elves and nature? I wonder…
The cheery (almost unsettlingly cheery) voice comes from who you had all first assumed to be someone’s kid. You’ve noticed her giggling quite a bit during your interaction, but haven’t been sure whether it was about you or not.
She’s wearing a colourful dress and her light blonde hair is bound up in two short ponytails with bows and various ribbons. As she skips over you realise that she’s a gnome. Though you are still not sure whether she is a child or not.
Smiling brightly she steps into the middle of the circle and cocks her head at Korodrel:
The last Elf I met was reeeeaaaly obsessed with nature. Are you too? And with the whole blight thing? I don’t really get it…
She makes a very cute confused face and then smiles brightly again.
| GM Kwinten |
Not too long after your introductions, the Merry Mayfly rendezvouses with another ship, the Lightbringer. You're all instructed to come aboard that ship, and you're led below deck. There, you find Valais Durant and a slick-looking man you might recognise as Guaril Karela. After making sure everyone is present, Valais begins:
“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.”
“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.
“You’ll be entering Xin-Edasseril disguised as merchants,” explains Valais. “These papers will allow you passage in and out of the city for fve 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 Pathfnders 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. Do you have any further questions?”
Now would be the time to slot any boons you might have from previous adventures. You all get 1 Hero Point. Hero Points can be used to reroll any d20 roll, and you can spend all the Hero Points you have to automatically stabilise when you've hit 0 HP. About halfway through the adventure, I hand out one extra Hero Point.
Here is a handout of the information Guaril gives you. I'll also put it in the header up above, and that's where I'll put the maps as well.
Also, this is a good time to explain the critical system of PF2. Nearly every check has four possible outcomes: critical success, regular success, fail, and critical fail. A critical success happens when your d20 roll exceeds the DC of a task by 10. And a critical fail happens when your d20 roll is 10 or more below the DC required. So, for instance, if a DC15 is required and you roll a 5, you critically fail at the task. For combat rolls, a critical success on AC is a critical hit. Nothing bad happens on a critical fail. A lot of out of combat checks count the number of successes at something, and a critical fail will remove one success. So it is advisable to only roll if you're trained in it, otherwise the chance that you might fail and make the situation worse becomes a lot higher.
Knowledge rolls work similarly. You can try to recall information about a subject. A critical success reveals more information than a regular success, a fail doesn't reveal anything, and a critical fail causes you to recall false information. Therefore, these rolls are made by me, so you can't metagame your result. There is no way to distinguish real information from false information, other than that a critical success obviously knows the true facts and even more.
I will now roll these information rolls for you, if you have them. You can open the spoiler tags with your name in front of them, and relay the information there. Just for speed's sake, I'll roll everyone now. If you don't want to roll, just don't look at the result and say so in your post.
Knowledge Warfare Ulfar: 1d20 + 3 ⇒ (13) + 3 = 16
Knowledge Warfare Dothrek: 1d20 + 5 ⇒ (13) + 5 = 18
Knowledge Warfare Petite Chenille: 1d20 + 3 ⇒ (18) + 3 = 21
Knowledge Society Petite Chenille: 1d20 + 3 ⇒ (13) + 3 = 16
Knowledge Society Dothrek: 1d20 + 5 ⇒ (17) + 5 = 22
Knowledge Society Petite Chenille: 1d20 + 3 ⇒ (14) + 3 = 17
Edasseril is the western kingdom of the nation of New Thassilon, which was founded by the two surviving runelords of ancient Thassilon. Edasseril is the domain of Belimarius, the Runelord of Envy. Xin-Edasseril, the nation’s capital, is located on Peridot Isle.
Belimarius became the tenth and final Runelord of Envy upon the murder of her predecessor. Over five thousand years ago, Belimarius ruled the Thassilonian realm of Edasseril, a nation of bitter rivalries, byzantine bureaucracy, and enslaved giants, until shortly before Earthfall. As the result of Belimarius’ efforts to avoid the catastrophe, the ancient city of Xin-Edasseril became trapped outside of time, allowing the runelord and her citizens to survive the worldwide calamity known as Earthfall.
I will be making a lot of these checks for you, as that's how the game is played. Again, if you don't think your bonus is high enough, just say you'll pass on your check.
Lilly-Ann
|
"Well that seems like fun!"
In a slightly lower, sort of wavery ethereal voice Lilly Ann adds: "I mean, lot's of interesting things could happen..." She giggles.
She quickly scans the list and looks back up at Guaril.
"There's just 5 people. Why couldn't we fit all of them on the boat?" She lowers her voice to a whisper "Is one of them really fat?"
Lilly Ann frequently switches back and forth between speaking in a honey sweet cheery voice, and her wavery sweet ethereal voice (think creepy doll). To make things a bit easier to read (and write), I will do the latter in italics when it comes up :p.
| GM Kwinten |
Valais chuckles at Lily-Ann's comment, not entirely sure whether she is jesting or not. Guaril coughs at the potential insult aimed at his "clients," but does not respond to it directly.
"Well, you see," the man begins, "I needn't tell you that the smaller the group you're travelling with, the easier it is to escape undetected. It might also be a good idea to smuggle them out of town in separate waves. Should one route be... compromised, you'll always have a second attempt.
"Furthermore, yes, the ship does accommodate our clients, but you Pathfinders have a reputation to be... soft-hearted, shall we say. Mind you, these are people who have been locked up for roughly five thousand years in that little bubble of time. I have many other clients who have paid for their extraction, but I'm afraid they're lower on my priority list."
"You mean, they didn't pay as much as these five did," Valais mutters.
"Well, if you put it like that, yes," Guaril fixes his moustache to buy himself some time, "but what I meant to say was, there are many people who want to escape the city. You are free to bring along anyone you want, as long as that does not jeapardise my clients, of course. We'll bill them later," Guaril finishes with a grin.
Ulfar the Trickster
|
"Ye mentioned Flitch to know the secret entrance to the rendezvous spot? A secret tunnel that even renown smuggler does not know about?"
Ulfar straighten his shoulders to make his frame even bigger in comparison to Guaril slender shape. He pulls out his smaller hatchet, and studies its edge for a second, checking its sharpness by shaving few hairs from the back of his hand.
"I reckon ye know more about that blasted tunnel. Care to share, smuggler? It is our necks that are at risk here, I dont want some 'secret of a trade' that you are not sharing to be a reason for me death"
Intimidation: 1d20 + 4 ⇒ (11) + 4 = 15
| GM Kwinten |
Karela raises his hands in mock surrender at Ulfar's outburst.
"Hey hey hey, watch where you're waving that hatchet, please. I'm as clueless as you are, much as I'd hate to admit. I don't know my way around the area, and all I know is that Flitch managed to find a way through the sewers to Shard Cove. That passageway is on their end of the bubble, so no one outside the city knows of it. Remember, they've been in that bubble for five thousand years, and it's only appeared relatively recently.
Apart from that, trying to scare information out of me... That takes moxie, kid. Maybe I'll introduce you to the family business." Guaril flashes a toothy smile.
Lore about the Sczarni: They're somewhere in between a street gang and a mafia. They tend to do protection rackets, some thugging, smuggling, extorting, the like. Anything that's easy money but not strongly illegal. They do have a strong internal code, though.
Ulfar the Trickster
|
So its true, he does not know...that can be a bargain chip to haggle some extra coin out of him
Ulfar grins back, shrugs and puts his hands in the air
"What can I say, I love me beard and don't want to lose it for not asking. If we happen to find out that secret, we can come back to this conversation"
Lilly-Ann
|
Lilly Ann looks up at Ulfar with big eyes.
"You're weird... I like you!
Can I braid you beard? It could use some decoration..."
Craning her head towards the others she adds:
"If these people are desperate and possibly in danger.. We probably should get going soon, right? We wouldn't want anything to happen to them."
She smiles brightly at Guaril.
| GM Kwinten |
Ulfar, I don't know how much you know about Pathfinder Society, but this guy is a pretty big player. He's an ex-Venture Captain and the leader of the whole Sczarni faction. You're basically intimidating the Godfather right now.
I mean, I'll let it slide as it's fun roleplay, but it could have repercussions later on (there's something called Infamy, and you don't want too much of that).
Ulfar the Trickster
|
Well, I am new to PFS, as a player and as a character as well, as a lvl 1 character, I might not know how to pick my battles :) It is ok to have reprocussion, I did told him, that i may butter him up with some info on that secret passage to mitigate the situation :)
Tao Lin Chen
|
Forgive me Valais, your cause is just and understandable, but I fear the means might not be as solid. I suppose that is why you called upon our service.
Dear GM, I realize that my odds are slim but am I allowed a sense motive on 'The Godfather's' intentions ?
perception: 1d20 + 6 ⇒ (6) + 6 = 12
| GM Kwinten |
Tao Lin Chen scrutinises the Sczarni leader during the conversation. He seems purely motivated by money. Whether those are his only motives or simply what he allows others to see is difficult to discern. Whatever it might be, the man has an excellent poker face.
| GM Kwinten |
I'm always afraid I do too much hand-holding, but to get the right idea for this adventure:
Lily-Ann makes a good point. Theoretically, you can take everyone with you on the ship, meaning you'll only need one trip. But as I said, travelling in large groups might also mean more problems. You also have multiple days for this mission, so you don't necessarily have to rush everything.
Koredrel
|
You have 5 named clients, but Daffrid wants to take her spouse and kids. That makes 8 so we have to take some on our own ship, I think? Probably the spouse and the kids as they are not in immediate danger?" thinks Koredrel aloud, while he observes Guaril
And with a side to Lilly-Ann, he whispers: "I'm not obsessed by nature, but it's my home turf, where I feel most comfortable and know most of the dangers best."
italics for whispers by me
Petite Chenille
|
Slumped against the room's wall, the Petite Chenille pipes up.
"Only taking those that... urk... payed for their trip is... not RIGHT..! As a budding hero... I cannot look away from those that need help... You might call it "being softhearted"... I call it compassion for those in need!
He tries to stand up to point a judgmental finger towards Guarill, but is too sick to do more than trying. "We should get as many... people out as we can... It is our duty towards... urk... justice...! To protect those that cannot... protect themselves..."
"We have the strength... we have these diabolical... lunch-stealing... boats... Taking only five... is right out!"
| GM Kwinten |
To Koredrel: The scenario remains vague about that. I am going to assume a "Client" is someone with their entourage, as named in the handout. Yuleg also wants his daughter along, so that's also one more person. For argument's sake, I'm going to say there's exactly enough room for all of them, but not any more. If you leave one client out, someone else can join. The client then needs to go on the second trip.
Tao Lin Chen
|
"Let us discuss the wisest approach, so we can rescue as many innocent people we can."
"You suggest we disguise ourselves as merchants, what goods would the inhabitants of an ancient city be needing ? "
Not awaiting the answer, he follows up with a new question.
"As the Rolanna’s Prayer arrives at dusk, we have to move the people at night, wouldn't the cover of darkness be wiser then a cover of words ?"
Lilly-Ann
|
Lilly Ann gives Koredrel a nod with a slight frown. Seeming to not entirely understand his answer, but at least accept it.
She then turns toward Tao Lin:
"You know some people can see in the dark, right? Or they might have creatures that could smell someone out? Like how you smell strongly of the colour blue for some reason...
"Anyway, we have several days, and I'm guessing we can best assess how to deal with each individual after we meet them right?
So we don't try to sneak with the people who have a very strong smell."
She giggles.
| GM Kwinten |
"Ah, yes, here's the rub" Guaril Karela begins, almost apologetically. Almost. "There's a curfew in effect. Anyone breaking that curfew is thrown into jail without question. Had to break out myself when I tried that tactic. That's one of the reasons why there's a price on my head there. Going in at night will only draw more attention to yourself, trust me.
"To complicate matters, there's a reason why it's named Shard Cove. There's jagged crystals everywhere just below the water. It's only navigable when the tide is high, and even then you'll risk tearing your boat to shreds. And the tide happens to be high at dawn." Karela shrugs matter-of-factly. "Can't help it, kid."
Valais Durant steps in. "As for why the Rolanna's Prayer can't come back a second time, each voyage to the cove increases the likelihood of seized by the runelord’s forces. As it was, convincing Captain Remmith to enter the cove even once required considerable skills of persuasion.” Valais notes. “And considerable coinage,” adds Guaril.
Guaril pointedly ignores the second insult thrown at his clients from Lilly-Ann.
Petite Chenille
|
The Petite Chenille grumbles at the situation. "Two boats.. of which one holds enough space... for the 5 clients and their family... What is the capacity of the... Merry Mayfly? I've mainly seen the railing..."
Then there is a sudden spark of intelligence coming from the Petite Chenille. "Hey... Guaril... If these people expect you... how do we convince that... we're there in your stead...? Did you provide them a... code-word or something...?"
"And since you tangled with the... guards before..., you could tell us their... expertise, so to say... Gathering intell on the... machinations of evil... is hero-101..." he states while glaring at Guaril.
Fortitude to not hurl: 1d20 + 4 ⇒ (2) + 4 = 6 well, there goes lunch...
And then, the color of Petite Chenille's face suddenly drains en shows great distress. He turns to the left and empties his stomach on the floor. He then falls over, nearly in his own vomit.
"uuuuuuuuhhh... Damn... you... nemesis......"
| GM Kwinten |
Karela takes a few steps back from the Petite Chenille, but otherwise acts as if nothing out of the ordinary has happened. "Well, I have a code word for Flitch. As you can see in the note I just gave you, ask him about his slippers. That's how he knows you're trustworthy. As for the others... Why would I need a code word when I'm meeting them in person? I guess you could try to dress up as me, but since I'm also wanted by the guards, that might not be the smartest of plans.
As for the guards... I'd recommend fighting them as a 'Plan Z' of sorts. As far as I could see, they're wearing magical armour and carrying magical weapons. They seem well-trained and well-organised. When I'd, er, 'overstayed my welcome,' so to speak, backup came pouring from the streets in seconds."
Valais turns to Tao Lin. "We've picked a disguise as common merchants for you. There's a big influx of new goods into the city. They've been isolated for five thousand years, so they're hungry for any kind of food and drink not found in their own city."
Dothrek Deathbane
|
Dothrek performs a minor shrug at the behaviour of his allies and turns towards Valais:
"Sounds as a fun job, never tried getting people out of something. Also never dressed up as a merchant."
He thinks for a moment, and with some hesitation asks: "Do I need to bring my keg of ale with me, or do you have enough goods for us to make it look believable?"
Tao Lin Chen
|
"So be it, it seems the dice are cast, it's up to us to make the most of the situation."
He glances at the Sczarni.
"Doesn't mean I have to like it."
Chen turns towards his fellow Society members.
"We ought to get our stories straight and determine the order to free these Thassilonians"
| GM Kwinten |
Valais smiles at Dothrek's question. "We've brought all kinds of goods to use for your disguise. Ale is indeed one of them, but remember: no drinking during working hours, and please leave some to keep up your cover story." She winks at Dothrek. "But of course a merchant should know the taste of their merchandise, right?"
I think you've got everything you need. I'll continue with the story tomorrow. That is, later today. After I've slept.
| GM Kwinten |
You say goodbye to Valais Durant and Guaril Karela and go back to your ship. It takes a few more days until you arrive, but finally, the city appears at the edge of the horizon.
Xin-Edasseril is a city of gleaming architecture and beautiful vistas, although its skyline still bears scars from the events that brought it into the present day. 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 arrive at the docks, where several guards in green uniforms stand to check your papers.
"Welcome to Xin-Edasseril," one of the guards begins in a not-so-welcoming voice, "Says here you're merchants. You seem to carry nothing illegal on board. Do you swear that you're not carrying anything other than listed in your documents, on the punishment of indefinite incarceration?"
A second guard adds, "It says here your documents expire in five days. Should we see you on day six, the same punishment applies. And you are aware of the curfew for visitors, right? You're allowed to be on the streets from 12:00 to 20:00, and no open display of your weapons. You're allowed to carry them on your person in self-defense, but keep them stowed at all other times."
The guards seem unfriendly, but not directly hostile. They seem to take your word for it and don't search through your cargo.
For ease of play, it's now exactly 12:00, so you have 8 full ours of exploration.
After you're free to go, you can make a Diplomacy to gather information, which will take 2 hours, or a Society, Thassilon Lore, or Underworld Lore to know more. Since the Diplomacy takes time, I'll let you decide whether you want to use it or not. Seems that specific Lores have lower DCs than generic skill checks, such as Society or Diplomacy.
Underworld Lore Dothrek: 1d20 + 5 ⇒ (16) + 5 = 21
Diplomacy Lily-Ann: 1d30 + 7 ⇒ (16) + 7 = 23
Underworld Lore Petite Chenille: 1d20 + 3 ⇒ (5) + 3 = 8
Underworld Lore Tao Lin Chen: 1d20 + 3 ⇒ (6) + 3 = 9
Jeez, why does everyone have Underworld Lore? Are you all criminals? :P
Dothrek pretty much immediately remembers some information about the Emerald Guard (the guardspeople of this city, of which you've just met a few):
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.
You're now free to explore Xin-Edasseril. Assume that travelling from one place to another takes 2 hours of time, due to crowded city streets, checkpoints, and hotspots of trouble. That means you can basically visit 4 locations in a single day. Or 3 locations and travel back to one specific sleeping place. Otherwise, you'll just have to grab a nearby inn.
EDIT: I've maybe fast-forwarded a bit too much. Feel free to interact with the guards as well.
Lilly-Ann
|
Lilly Ann says a quick "Thanks!" to the guards, and starts strolling past them. "Alright! Let's go talk to some people then! I'm sure they have really interesting stories to tell."
I'd say a Diplomacy check to gather some information is probably a good idea (also since apparently very few of us know anything). I can helm it.
Petite Chenille
|
”Laaaand!!! Oh sweet, sweet land!” The Petite Chenille rushes of the ship, drops on the floor and kisses it. He then quickly jumps back to his feet and addresses the guards. ”Not to worry, noble guards, as a budding hero-merchant, keeping to the law is my middle name!”. He then jovially passes them.
Once we’re past them: I second Lilly-Ann’s plan, but with a small twist! For a group of foreigners asking around in this area is also a group who wishes attention. That, and as the hero known as the “Sidekick-of”, it is high time I show everyone that I’m capable of doing things myself.”
Normally aiding each other is the way to go, but the DC in PF2 is 20, not 10. And a critical failure is an anti-aid… So although I’d love to aid, I think separate checks are the way to go for now.
| GM Kwinten |
Petite Chenille is right. Aiding is more difficult now, only gives a +1, and critical failures are bad.
I'll say though that aiding her won't reveal more (I've already rolled), so that's not necessary. I also see that most of you haven't invested in Diplomacy, so there's that. :P
Tao Lin Chen
|
"I swear, I am not carrying anything on my person other then what is listed in the documents on punishment of incarceration"
Chen diverts his gaze to the manacle on his left ankle.
He walks past the guards to Lilly-Ann and Petite Chenille, ensuring that they are out of earshot from the guards.
"Perhaps the Arcanium Abjurant first ? Daffrid has a wife and two kids, wouldn't want to take chances with children."
Ulfar the Trickster
|
Ulfar nods to Dothrek, and reassuring the guards
"Worry not, me and sir Dothrek will keep those land loving rascals in check"
Catching up with the group, he adds to the conversation
"I would rather go for the single ones, as it would be a smaller group to travel with. Kids are the noisy ones, having them around just bags for attention!"
Silently mouthing the list of clients, that Ulfar made his best attempt to memorize, but showing visible signs of a heavy mental effort. After a moment or two he catches a glimpse of thought
"And I propose to finish today's rounds with Yuleg, the innkeeper. I reckon we can talk him into some discounted, if not free, rooms for the night, if we play our hand right."
Lilly-Ann
|
Lilly Ann scrunches up her face at Tao Lin, and then at Ulfar when he makes the comment about kids.
"Says the person who shouted at Mr Smug Guy! I can be a looot more noisy..."
She then sticks out her tongue at both of them, runs off and starts picking flowers from what is probably someone's garden.
Dothrek Deathbane
|
I should have bought the manacles. Also not a criminal, a detective.
"Lilly-Ann, I know you are only a merchant in training and it is the first time you are here, but we are here to sell our goods, not investigating the local flora."
To Tao:
"I agree, the Arcanium Abjurant should be first, they should have enough money for our goods."
Nodding towards Ulfar:
"Combining business with convenience, good thinking."
Whispering: "Remember to keep your manners here, we don't want anger any of our clients, nor the guard."
Koredrel
|
As a woodsman pur sang, Koredrel walks around stupified by the sight of the real big city.
"If we take Yuleg's inn as our place to eat and sleep, that contact would not be suspicious at all, I think. It would also be a good starting point to gather more information on our other clients. But I have not so good feelings about Garrla: I don't trust it completely, and not only because we have to meet at a guardhouse."
Petite Chenille
|
"Ending with the Innkeeper is indeed smart, I agree wholehearty to that idea. But I suggest we begin with Flitch, as he knows the geography, so to speak."
| GM Kwinten |
Vote seems to be split as to who'll you visit first. I see two votes for the Arcanium Abjurant, one vote for the inn, and one for Flitch. Lilly Ann and Ulfar haven't voiced a preference yet. I'll go ahead with the Arcanium tonight if there aren't any more votes for other places. Majority wins, and in case of a tie, I'll throw a die to keep up the pace.
| GM Kwinten |
You make your way through Xin-Edasseril. The city is bustling with activity, but there is a clear feeling of oppression. Emerald Guards are stationed at every corner of the street and people are moving as if they'd rather be anywhere but here. Most people try to avoid making eye contact and give a wide berth to the Emerald Guard.
For reference, Xin-Edasseril has roughly eleven thousand people. That's on the low end for a big city, but it's still a pretty large group of people.
After two hours of asking where to go, frequent checkpoints, and the occasional distraction of Emerald Guard detaining various people, you arrive at the Arcanium Abjurant.
Once the centerpiece of the city, this wizardry school suffered heavy damages while Xin-Edasseril stood outside of time. Several ruined columns line the front entrance of the white marble building where vellum banners hide broken stonework. A newly restored statue of Belimarius stands in the courtyard. Beyond these measures, much of the school still lies in disrepair. The limited number of people on campus and Belimarius’ dismissive attitude toward the crumbling institution means its grounds are poorly watched by the runelord’s forces.
I've included a picture of Belimarius in the map link, second page. That's the face you're seeing all over the city.
You ask around where you can find Daffrid, but most people mumble an apology and hurry on. Eventually you manage to get to the teachers' campus. Apparently, teachers get their own lodgings here. You knock on the door and an older woman opens the door picture also in the link above, with two young children pulling at her skirts, begging for attention.
"No Maffree, I can't help you tie your shoelaces, there's company at the door, go bother Daddy about it." She turns her attention to you. "I'm sorry about that, I swear, sometimes I think they're tied to me by an invisible rope. Anyway, what can I do for you?"
She seems to have the poise of a woman who knows she's in charge and bears the burden of her whole family on her back.