(#1-12) "Burden of Envy" (Inactive)

Game Master rainzax

Swindler, rogue, and occasional Pathfinder ally Guaril Karela has approached the Society with an opportunity that Valais Durant, the leader of the Society's Radiant Oath faction, can't refuse. Guaril has been charging refugees to sneak them out of Xin Edasseril, a city ruled by the Runelord of Envy, and now it looks like Guaril won't be able to fulfill his contracts. Society agents are charged with sneaking into the dangerous city and sneaking out with a handful of its citizens before their absence is noticed so that the Radiant Oath can help them find new lives beyond their current ruler's tyrannical reach.

Slides / Maps > Burden of Envy
Resource > Faction Boons (PDF)
Resource > (GM Numbat's) Org Play PbP intro
Resource > Joining Pathfinder Society: Faction, Training, Network Items, and First Boons
Action Symbols > Single (◆), Double (◆◆), Triple (◆◆◆), Free (◇), Reaction (↺)
Status Symbols > ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions


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Tactical Map | Action ◆◇↺ | Checkbox ➤ (□□□) vs (☑☑☑) | Auntie Wu (☘️☑☑☑☑☑☑□/□), Kazuki (☘️☑☑☑☑☑□□□/□), Lan (☘️☑☑☑□□□/□), Sigurd (☘️☑☑☑☑☑☑☑☑☑□/☑), Vekka (☘️☑☑☑☑☑☑☑/☑) | Status Symbols ➤ ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Spell Templates

Going to start this mission on a differentiated entry point, basing the decision on the attempted collaboration of proper Pathfinder Venture Captain Valais Durant and Infamous Sczarni Crime Boss Guaril Karela. Thus, either one of the other has reached out to muster you initially, and I'd like you to include in your first post an answer to the following question(s):

...

Q: Why did your contact - either Valais or Guaril (see below) - choose to contact you for this mission?

Q: How did you end up on the ship - either the Merry Mayfly or the Lightbringer (see below) - en route northeast across the Steaming Sea, just south of the Ironbound Archipelago, to an island off the western coast of the "Saga Lands" containing the competing capital of New Thassilon, Xin-Edasseril?

...

Xue "Qīngwā" Kunsheng, Imiriax, Malark Evenwood, and Helène Yolescu:

Spoiler:

A missive addressed to you each personally reads:

"On behalf of the Radiant Oath, you have been requested by reputation of your unique skillset to join a sensitive Rescue Mission as part of a tenuous collaboration to secure the safe travel of a handful of Thassilonian citizens seeking asylum. As this is a humanitarian effort conducted within the borders of an austere local government, it is advised to tread with utmost care. Passage on the Merry Mayfly has been secured on your behalf, and you are expected to depart at 0800 hours the following dawn. Godspeed.
-Valais Durant"

Rose "the ex-Scout" Thesar and Le Maj:

Spoiler:

A missive addressed to you each personally reads:

"We find ourselves in a bit of a pinch, and time has come to call in that favor: A Lucrative Opportunity awaits with the single consolation of having to conduct business over the table. Fresh-faced infiltrators skilled in smuggling human cargo across various jurisdictions are in demand, and as my and my immediate cohorts' covers are blown, thus it is that we must reach out and implore secondary means. The pay ought be proportionally sufficient. Interested parties make haste unto the Lightbringer, departing at Dawn.
-Guaril Karela"


...

In addition, please go ahead and openly roll for yourself any two "Secret Checks" to Recall Knowledge from among:

1) Society
2) Mercantile Lore
3) Thassilon Lore
4) Underworld Lore
5) Warfare Lore

Finally, you are encouraged to "get to know one-another" on your respective journeys, a couple days travel, before both ships port temporarily at the rendezvous, where you will all attend the strategy meeting with your respective contacts (and eachother).

You are welcome to click around the "Slides / Maps" links in the header above. I will change the permissions when we are ready to begin that phase of the game. For now, go ahead and snoop around if you like. There are pictures of both contacts as well.


SPELLS: 1: 2/3 2: 1/3 3: 1/3 4: 1/3 5: 3/3 6: 2/3 7: 2/3 8: 1/2 9: 0/0 Font: 1/4 Foc.: 0/3 Dr. (1) 1/1 Dr. (2) 0/1

Goren Andosalu's Midnight Sunrise epitomizes the painter's destructive genius; up close it's easy to admire the thickly-layered brushstrokes of contrasting color, the wild shapes that somehow exhibit both a furious organic beauty as well as an almost naive lack of predetermination. That the artist achieved this masterpiece in the open air, alone under the moonlight no less, is truly remarkable.

The dark-haired elf standing alone in the gallery gazes appreciatively at the painting for long minutes; he gives serious consideration to the idea of artistry at night. And he also considers how lovely it is to have an art gallery all to oneself — especially one as fantastic as Eddard Roquemond's — quite a treat indeed, since the nobleman prefers to keep his collection locked away from Magnimar's burghers and other persons of little substance (of which there are many).

An idea tugs at a corner of his mind, nags, teases. How nice it would be to liberate this masterpiece, to carry it out of this avaricious banker's cage and into moonlight where it belongs! Instead, he takes out a small card, upon which is printed a magician, and slips it upside-down into the right-hand corner of the frame. He waits for the security patrol to round the corner before slipping out the way he came in, locking the door behind him — everything in place just as it was. Except for the card.

Later, outside an all-night cafe on the esplanade, Le Maj leans against a wall. The elf's dark hair is slicked back and tied in a ponytail, the studs on his open black leather coat glitter in the moonlight, and the ocean's balmy breeze teases his v-necked silk shirt. Both hands are in his pockets.

A street urchin approaches from an alleyway and Le Maj nods at her. As she breezes into the café he claps her hand as if in greeting and then saunters off. He walks alone for several blocks before reading the letter the kid slipped into his hand. Guaril does admire my repertoire for… delicate work… at times. This answers Q1: Guaril would have contacted "Le Maj" because he is a skilled infiltrator and good at bypassing "jurisdictions"

Society (T): 1d20 + 5 ⇒ (6) + 5 = 11
Underworld (T): 1d20 + 5 ⇒ (18) + 5 = 23

Disguise (E), Kit, Hat: 1d20 + 10 + 1 + 4 ⇒ (17) + 10 + 1 + 4 = 32


Male Elf (Ancient) Rogue (Scoundrel) / Sorcerer (Draconic) 1 |Current Disguise: Humble Measure | 30' | HP: 14 | AC: 18 | Perc: +5 | F: +3 R: +8 W: +5 | Exploration: Avoid Notice | Hero Points: 0 | Trap Finding +6 | Weapon (whip) drawn

At dawn Apollon Zamp boards the gangplank, brushing dust off his silken sleeves and adjusting his plumed hat. Does anyone have a cappuccino? I do hope the journey isn't too long!

Q2: Zamp walked to the ship!

Radiant Oath

AC 17|Fort: +4 Ref: +6 Will: +7|Perception: +11|Exploration: Search| Undine Human (Tian-Shu) Investigator/2|HP 24/24|Drained 0 Bleeding 0|Speed 25 ft. (10 ft. swim speed)|

Kunsheng had only recently arrived in Absalom after a long and arduous trek across the Crown of the World from the kingdom of Quain in Tian Xia. A group of Society agents were returning from a mission with the caravan he joined, and they had been kind enough to teach him some of the languages of Avistan. In return for their generosity (and, to be fair, out of a desire for something to do with his life after being exiled from the temple where he worked as a healer), he petitioned for membership in the Pathfinder Society, and once accepted joined the Radiant Oath faction.

The missive startled him...he had had no chance to settle down in the strange land and culture he had found himself in, and they expected him to immediately pack and leave again? He soon realized the logic behind it, though--it was because he was still rootless. And there was one advantage, as one of his traveling companions explained it: "At least you'll be on a ship, and not having to walk. Say, you don't get seasick, do you?" The Tien-Shu smiled in recollection. No, I don't. In his head he enumerated the other reasons they may have picked him. I speak Skald, so if we have to flee to the north I can talk to the people there. I'm a skilled healer, of course. On the other hand, I do tend to stand out in a crowd among these hai--no, do not think such things. Enough to say that I am clearly not from here. I am only moderately skilled in combat, I cannot disguise myself, cast spells, or pick locks. He sighs. I shall have to trust that the Venture-Captain knows her business.

Society check (trained): 1d20 + 7 ⇒ (11) + 7 = 18
Mercantile Lore check (untrained): 1d20 + 4 ⇒ (5) + 4 = 9

Vigilant Seal

Wizard (transmuter) 8 - HP 80/80, AC 22 - Perception +11 (+13 to Initiative) - F: +12/ R: +13 / W: +13 - Speed: 25 - Hero Points: 1/1, Active Conditions: +10' ; Default Exploration Activity: Search

Imiriax was at Tymon in the River Lands when he received the directions to sail for Cheliax and then to points west. The journey down the Sellen River was harrowing as it neared the lands of the Whispering Tyrant, but soon he left Lake Encarthan behind and after many weeks arrived at the port just as Merry Mayfly was making ready to cast off. He pounded up the pier, throwing his traveling satchel onto the quarterdeck and rushing up the gangplank. "Hoo! You men put a scare into me!" he says to the scowling deckhands. "Thought I was going to miss another one!"

"So... uh... is there a captain or somebody who shows me where to put my stuff? No? Um... Pathfinders? You do speak Taldan, yes?"

Imiriax was chosen for his curiosity and his knowledge of ancient architecture. 'Cause...that might come up?

Society: 1d20 + 8 ⇒ (20) + 8 = 28 Shazam!
Warfare Lore, Untrained: 1d20 + 4 ⇒ (12) + 4 = 16


Tactical Map | Action ◆◇↺ | Checkbox ➤ (□□□) vs (☑☑☑) | Auntie Wu (☘️☑☑☑☑☑☑□/□), Kazuki (☘️☑☑☑☑☑□□□/□), Lan (☘️☑☑☑□□□/□), Sigurd (☘️☑☑☑☑☑☑☑☑☑□/☑), Vekka (☘️☑☑☑☑☑☑☑/☑) | Status Symbols ➤ ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Spell Templates

A seventh missive arrives all the way across the country of New Thassilon - about 600 miles west - and all the way up the Kodar Mountains to Xin-Shalast, only to sit, unread, a week inside of a postal box rented by one, Bardok Marsh.

Spoiler:

"Bardok,
I hope this message finds you well. You have come highly recommended from Eando Kline as a Pathfinder versed in Thassilonian culture, as we are in need of a local guide for a highly sensitive mission in and out of Xin-Edasseril. Your instructions are to meet me and a team at the lodge across the coast from the island near a certain fishing village in two and a half week's time from this post date - I am told the vague reference would be sufficient for you to ascertain. Godspeed.
-Valais Durant"

Same questions for you - except not as concerning a ship, but overland travel!

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène Yolescu finds herself waiting for the Merry Mayfly at the Absalom docks along with one of her colleagues, a Tien-Shu fellow that she hadn't met earlier. The woman with clear Varisian heritage is dressed for a comfortable journey, wearing a loose divided skirt, a high-fitting white shirt with billowing sleeves and a snug maroon waistcoat. She's brought a mid-sized travel trunk, which she has no trouble carrying by herself.

After some smalltalk concerning sailing and seasickness, she finds herself reading through Valais Durant's missive again. She wasn't well-acquainted and didn't consider herself one of the Aasimar's faction, but she was still pleased to be chosen for this mission: The two had spoken on occasion and Helène has shared her story with Valais, which sparked a discussion on the topics of redemption. With good reason to want to make amends and plenty of experience in subtle diplomacy, she could see why she was chosen for this mission. (At this point, she couldn't have known the other reason for Valais' choice: her Sczarni background might help in making sure the other part of the 'tenuous collaboration' played fair.)

As she ship arrives and they board, it turns out one of their number was already settled in since the ship left Cassomir. Helène makes smooth introductions and ensures she gets to know her companions during the voyage. She doesn't talk too much about herself and her background but shows herself an excellent listener and a pleasant conversationalist on various topics, both wordly and arcane. She spends the occasional hour at the bow, stared out over the water. Returning to Varisia brings back quite some memories, and she's not particularly looking forward to the inevitable stop at Magnimar.

Society: 1d20 + 5 ⇒ (4) + 5 = 9
Mercantile Lore: 1d20 + 5 ⇒ (3) + 5 = 8

Vigilant Seal

N male Varisian human (skilled - Deception) sorcerer (aberrant) 9 | HP 71/71 (Toughness) | AC 25 | F +14 R +17 W +16 (Haughty Obstinacy) | Resist fire 5 | Perc +13 | Stealth +3 | 25 ft | Focus 2/2 | Spells (DC 27) 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4, 5th 3/3 | SLAs Used: — | Active Conditions: — | Hero Points 1/1

An older Varisian man, his body criss-crossed by winding scars depicting interlocking Thassilonian sigils, emerges from an excavation site in Xin-Shalast. His shoulders are slumped, and his weary face wears an expression of defeat. He collapses into a folding chair while a fellow Pathfinder archaeologist surfaces, patting the scarred man on the shoulder. "Don't worry, Mr. Marsh. We'll find something eventually." The man sighs as his colleague walks away. Perhaps...but at what cost for the delay. Echoes of fell whispers snake through his mind, and his buries his face in his dusty hands.

Upon receiving the missive, the scarred man packs his paltry belongings and rides for Xin-Edasseril. His expression brightens somewhat; Valais has always been reliable for meaningful missions that help keep the whispers at bay, and this assignment gives him a chance to put yet another fruitless dig site behind him. It's not surprising the Radiant Oath faction leader sought him out; Bardok Marsh is one of the Pathfinder Society's rising stars in Thassilonian lore, an accurate assumption given the markings that ravage his skin. None in the Society—not even Bardok himself—know the origins of these scars, only that they harbor ancient arcane power that is likely tied to the fearsome eldritch presence in the recesses of Bardok's psyche. His schooling with the Master of Spells has trained him to harness his mysterious "passenger" to manifest magic, but his grip on the power always seems tenuous at best.

Thassilonian Lore (E): 1d20 + 9 ⇒ (18) + 9 = 27

The journey to New Thassilon's competing capital is uneventful. Bardok waits for his teammates to arrive, focusing on his name engraved in his personalized wayfinder in an out-of-the-way place where passerby may not notice him.


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Tactical Map | Action ◆◇↺ | Checkbox ➤ (□□□) vs (☑☑☑) | Auntie Wu (☘️☑☑☑☑☑☑□/□), Kazuki (☘️☑☑☑☑☑□□□/□), Lan (☘️☑☑☑□□□/□), Sigurd (☘️☑☑☑☑☑☑☑☑☑□/☑), Vekka (☘️☑☑☑☑☑☑☑/☑) | Status Symbols ➤ ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Spell Templates

Five pathfinders converge in a tiny village across the water from the capitol - three aboard the Merry Mayfly, one aboard the Lightbringer, and another by foot - to meet Venture Captain Valais Durant and Sczarni Crime Boss Guaril Karela - as well as three of his muscle - under a makeshift tent on the shore. The tide is low, the rocky sand exposing itself more than usual, and more than a few jellies bask in the morning brisk: One particularly large one seems further upbeach than it intended, evidenced by a portion of it's body beginning to dry out.

It is early, and though the fogginess makes it difficult to see much further, a light wind does some effort to disperse the mists somewhat, as the two Contacts - and their escorts - seem to be in the middle of a disagreement, a mildly heated exchange involving each in turn pointing to a different place upon a map, held down by rocks, secured upon a folded-open wooden table. The map is of Xin-Edasseril.

Please let me know the manner of your entrance, and we will follow with the mission briefing.

Apollon Zamp:

Awhile back, you regretfully declined an offer to fence an expensive painting that was a known forgery, having been unable at the time to scrounge up enough greasin' capital to make the appropriate introduction, a missed opportunity that galls you to this day, except that, you do remember that the client was cash-desperate, willing to take on additional risk, and worked for the port guard of the city whose map is displayed across this table.

Xue Kunsheng:

You are aware of rumors that magic is outlawed by Runelord Belimarius in Xin-Edasseril, which you know to be patently false - awhile back, a fellow student of yours attended a workshop on Ancient Thassilonian Medicinal Techniques (now restored to the present given current events!) that was held within it's borders, and had first-hand testimony to the contrary.

Imiriax:

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 (which you would be able to see from here, across the water, were it not so foggy). As Xin-Edasseril was trapped outside of time within the city's massive crystalline sphere, as the result of Belimarius' efforts to avoid the catastrophe Earthfall, many of the city's residents are too proud to acknowledge how out of touch they are with the modern world.

As a result, it dawns on Imiriax that this insecurity could be somewhat exploited, granting a +1 circumstance bonus to Lie or Impersonate skill checks against the city's Guards or Functionaries involving deception meant to obscure one's true ethnic or national origins (so long as those "origins" would be from anywhere outside of Edasseril, naturally). The bonus is lost to the PC, as well as against that same NPC, if any benefitting from it fails their check.

Helène Yolescu:

You have heard rumors that the government, under the direction of Runelord Belimarius, has such a tight grip upon it's citizens, that, in addition to restricting travel into and out of the city, and in addition to imposing a curfew upon all of it's citizens and visitors, that the practice of magic, of any tradition, but especially arcane magic, in public, is patently outlawed, and punishable by public execution, attendance to which is considered somewhat of a civic duty.

Bardok Marsh:

Belimarius became the tenth and final Runelord of Envy upon the murder of her predecessor. Over 5,000 years ago, Belimarius ruled the Thassilonian realm of Edasseril, a nation of bitter rivalries, byzantine bureaucracy, and enslaved giants, until shortly before Earthfall. As a 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.

As a result, even despite her heavy-handedness as a ruler, overt mention or casual reference to this "Savior Story" grants a +1 circumstance bonus to Coerce, Make an Impression, or Request skill checks against Bureaucrats of the city's administration. A PC may apply this bonus up to once per NPC.

Vigilant Seal

N male Varisian human (skilled - Deception) sorcerer (aberrant) 9 | HP 71/71 (Toughness) | AC 25 | F +14 R +17 W +16 (Haughty Obstinacy) | Resist fire 5 | Perc +13 | Stealth +3 | 25 ft | Focus 2/2 | Spells (DC 27) 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4, 5th 3/3 | SLAs Used: — | Active Conditions: — | Hero Points 1/1

Bardok approaches from out of the mist, hands in his pockets as he looks between the two Society leaders. ”Is this...a bad time?”


Male Elf (Ancient) Rogue (Scoundrel) / Sorcerer (Draconic) 1 |Current Disguise: Humble Measure | 30' | HP: 14 | AC: 18 | Perc: +5 | F: +3 R: +8 W: +5 | Exploration: Avoid Notice | Hero Points: 0 | Trap Finding +6 | Weapon (whip) drawn
Bardok Marsh wrote:
”Is this...a bad time?”

Zamp mutters, I'm sure we'll find out soon enough.

After a barely-perceptible nod to Guaril, Zamp grins and directs his punctilious bow to those at the table. Apollon Zamp! I present myself to you, just as instructed. It seems you are solving a debate of some kind. May I, or my fellow companions, help?

Radiant Oath

AC 17|Fort: +4 Ref: +6 Will: +7|Perception: +11|Exploration: Search| Undine Human (Tian-Shu) Investigator/2|HP 24/24|Drained 0 Bleeding 0|Speed 25 ft. (10 ft. swim speed)|

Kunsheng follows the others, hands clasped together in his capacious sleeves. The Tien-Shu is short and rather rotund, gone prematurely bald with only a few long wisps of hair decorating his scalp; his facial hair is likewise thin and wispy. A bandolier studded with numerous small vials stretches across his chest. He looks expectantly at the Venture-Captain and the others. I do hope she knows what she is doing.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène doesn't quite manage to hide her surprise at seeing Guaril Karela on the beach. As she approaches alongside Kunsheng, she starts connecting the dots. Karela involved in a humanitarian rescue mission? This is going to be a delicate partnership indeed... She's momentarily dismayed when she considers that this could be the only reason Valais had recruited her, but she doesn't believe that and suppresses the thought.

"Helène Yolescu, reporting for duty," she says neutrally when she's approached the table, carefully giving both leaders equal parts of her attention.


Tactical Map | Action ◆◇↺ | Checkbox ➤ (□□□) vs (☑☑☑) | Auntie Wu (☘️☑☑☑☑☑☑□/□), Kazuki (☘️☑☑☑☑☑□□□/□), Lan (☘️☑☑☑□□□/□), Sigurd (☘️☑☑☑☑☑☑☑☑☑□/☑), Vekka (☘️☑☑☑☑☑☑☑/☑) | Status Symbols ➤ ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Spell Templates

DM Screen:

Bardok to Make an Impression (Diplomacy): 1d20 + 9 ⇒ (9) + 9 = 18
Zamp to Make an Impression (Diplomacy): 1d20 + 8 ⇒ (19) + 8 = 27
Kunsheng to Sense Motive (Perception): 1d20 + 4 ⇒ (18) + 4 = 22
Helène to Make an Impression (Diplomacy), ex-Sczarni bonus: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20

Kunsheng:

Reading the interaction quietly as you approach, yes, they are disagreeing, but there is a certain congeniality to it, as the two seem aligned in mutual respect generally, if having a momentary disagreement about the details of the mission's execution.

You also get the sense that, testifying to the fact that the Venture-Captain knows exactly what she is doing, summoning you here balances the scales against the three bodyguards the Crime Boss, perhaps predictably, brought in tow, as if having the PCs weigh in will, consequently, settle in her favor, obviating the need for her to have to talk down Guaril Karela from his grand, if well-earned, ego.

"Infamous Art Thief!" Guaril Karela turns to face the elf, Zamp's bow stroking his ego just right "The captain and I were just having a chat, as it seems, and yourself being a man of enterprise, perhaps you could elucidate my good friend's 'bleeding heart' as to the unfortunate but quite necessary costs of... Business!" As he moves in to shake Zamp's hand - a firm, vigorous, wrestle, with a moment of equally strong eye contact - his three guards slide their own hands towards their weapon sheaths slowly and cautiously, with their eyes making a sufficiently paranoid sizing up analysis of their own.

Nearly over-lapping:

Valais Durant bows to greet Helène, Bardok, and Kunsheng, extending an open hand towards a basket by her side, a small blanket covering it's contents "Please help yourself to breakfast - there is fresh fish, some cheese, and apples." Stepping away so as to invite a space around the basket, she implores "My colleague here feels as though we are in a position to leverage an alteration to the verbal agreements we made with our 'clients' towards raising the 'cost of service' in arranging their exodus from under their government's nose - clients who are not only under significant duress, but also disadvantaged with being more-or-less locked in, having already begun severing ties with their former lives, that, backing out now might easily constitute mortal risk, given the government's - or should I say Runelord Belimarius's - draconian position on ex-patriotization!" Turning towards Guaril Karela to put emphasis on the implications of the end of her sentence.

To which he replies "I can be hardly to blame if, due to a series of unfortunate circumstances, the conditions of my own interest become unsustainable financially, and I am forced to share in the increase of costs with my clients, who, should stand to be, in the least, understanding, seeing as our business venture is, quite in fact, uniquely positioned to provide such a tremendous service!" Turning back to face Valais Durant to put emphasis on the implications of the end of his sentence.

There is an almost audible silence, within which a third party could slot into the conversation, to perhaps take a side, engineer a compromise, or sow discord, at their whim.

If you'd indulge me, I'd like to hear the PCs weigh in here, before advancing to the specific mission briefing.

Vigilant Seal

N male Varisian human (skilled - Deception) sorcerer (aberrant) 9 | HP 71/71 (Toughness) | AC 25 | F +14 R +17 W +16 (Haughty Obstinacy) | Resist fire 5 | Perc +13 | Stealth +3 | 25 ft | Focus 2/2 | Spells (DC 27) 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4, 5th 3/3 | SLAs Used: — | Active Conditions: — | Hero Points 1/1

Bardok scratches his head. "Mr. Karela, are we talking short term or long term cost? It seems to me that if the goal is to play the long game, clients that are outside the iron grasp of a covetous Runelord are ultimately more profitable than clients trapped in Edasseril. Money in the Kingdom of Envy always flows back to Belimarius. Money outside the Kingdom of Envy, specifically money generated post escape, could flow...anywhere." He punctuates the sentence with a look directly at the Sczarni scoundrel. "Consider early action a 'return on investment.'"

Radiant Oath

AC 17|Fort: +4 Ref: +6 Will: +7|Perception: +11|Exploration: Search| Undine Human (Tian-Shu) Investigator/2|HP 24/24|Drained 0 Bleeding 0|Speed 25 ft. (10 ft. swim speed)|

The Tien adds, "And it is possible that you could be compensated in other ways, should you lose money on the deal." He gives Venture-Captain Durant a meaningful glance. "What is the additional cost to you for this?"


Male Elf (Ancient) Rogue (Scoundrel) / Sorcerer (Draconic) 1 |Current Disguise: Humble Measure | 30' | HP: 14 | AC: 18 | Perc: +5 | F: +3 R: +8 W: +5 | Exploration: Avoid Notice | Hero Points: 0 | Trap Finding +6 | Weapon (whip) drawn

Zamp nibbles on some cheese, considering Bardok and Xue's words, as well as Durant's and Guaril's. It seems logical to prefer hard payment now over a future that is uncertain. Persons escaping are less likely to remain solvent in a new and unfamiliar world, meaning a business venture that hinges on credit alone is impractical.

As to "renegotiation", it seems that the situation in Xin-Edasseril is fluid. It is unethical to expect Guaril to operate at a loss, inflicting harm upon himself and his enterprise. As distasteful as it seems, we must face reality: someone must shoulder the financial burden.

Finally, I also suspect that these clients have more resources and connections than the common folk of Xin-Edasseri. Persons of means should not need charity.

Radiant Oath

AC 17|Fort: +4 Ref: +6 Will: +7|Perception: +11|Exploration: Search| Undine Human (Tian-Shu) Investigator/2|HP 24/24|Drained 0 Bleeding 0|Speed 25 ft. (10 ft. swim speed)|

"And you know that--how, exactly?"


Male Elf (Ancient) Rogue (Scoundrel) / Sorcerer (Draconic) 1 |Current Disguise: Humble Measure | 30' | HP: 14 | AC: 18 | Perc: +5 | F: +3 R: +8 W: +5 | Exploration: Avoid Notice | Hero Points: 0 | Trap Finding +6 | Weapon (whip) drawn

As I said, I suspect. Our Venture-captain and Guaril can tell us more.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Typical, is Helène first thought at hearing the source of the disagreement. You might consider that they'd have a different approach on how to rescue these people, but it's about money.

She does her best not to let her true feelings show in her voice. I could say that a verbal agreement is an agreement nonetheless, and that by agreeing on a price before all the factors were known, Mr. Karela took upon himself the operational risk of unforeseen cost increases. He could have factored these in before agreeing on a price." And I'm sure he did.

After that commercial argument, she switches to a different line of reasoning. "If these people do indeed have resources and connections," she says with a nod to the elven colleague she didn't know yet, "then I'm sure they'll manage to do very well once we get them out. Which raises the question. How would we like them to think of us, and what will that mean for our reputation?" She uses the plural form, but looks at Guaril as she speaks. "As fair people and trustworthy partners who stand by our word, or as penny-pinchers who will renege on our deal and try to squeeze whatever we can from the unfortunate?"

Envoy's Alliance

NG Female Half-elf Mastermind Rogue Pathfinder Agent 3 | HP 35/35 | AC: 20 (22w/ Nimble Dodge) | F +5 R +11 W +8 | Perc +8 | ✋:Rapier ✋: Jezail | Rounds remaining: 53 | 25 feet | Class DC 19 |1 Hero points|Exploration Activity: Avoid Notice | Active Conditions: none

Traveling back in time some
The paper was well written, the unusual loops and curves to the letters looked near perfect. The woman folded up the original writing examples, making sure they were stored carefully, not many times you got a hold of a missive from Dranthur Goldman, the current head of the Aspis consortium in the Vista district of Magnimar. She'd been studying his writing for a while now, but wasn't quite able to reproduce it from memory.

She makes sure that there's no ink left on her hands before she tucks a strand of her clearly dyed pink hair behind her ear and picks up the new letter, in 'Dranthur's' own hand, asking for the Riddleport branch to send an inventory of supplies, using some of the code words indicating that an inventory of the under table dealing should also be provided. It then goes on to specify the details should be dropped at a specified location three weeks from now.

She frowns at the letter. The work was well done, but she clearly felt no joy in the making of it. But counter-intelligence was necessary and could potentially save lives. Additionally part of the reason the society had accepted her two years ago... battered, bruised and at death's door, most of her blood having flowed into that sewage pile, the stink of it still lingering in her nose... was because of her inside knowledge of the Consortium. She folds the letter up in Dranthur's distinctive 3 parts and puts it into an envelope sealing it with wax and a copy of his seal, this was her best work yet.

Rose stands a stretches, readjusting her simple leather tunic and flattens out her no-nonsense canvas skirt, before she picks up her distinctive green scarf that sets off her hair beautifully. She sets the letter in a file and opens the door to her tiny workspace, popping out in the Grand Lodge. After locking the door with it's valuable writing examples, she heads over to Kreighton's secretary and hands over the file, commenting in a mezzo-soprano voice, "Here's that letter you asked for."

She finally goes and checks her mail, finding a missive that was marked for days ago, causing a chill to run down her spine, Shit! Was I holed up for that long? She runs her eyes down the letter and they light up in glee. A mission? I'm finally getting sent on a mission! Someone is giving me a chance? YES! Wait the boat leaves tonight! AH!

She was probably chosen for her general skills as well as being a fairly competent forger.

She boards the ship in Absalom giddy about getting to leave on a mission, completely unaware of how dreadfully boring the journey would be. After the first week's rose-tinted excitement fades she spends more and more time reading books on all of the dangerous things that one might find on a mission. She'd never want to be caught up in something like... the explosion that nearly took her head off, the shrapnel flying, small dragon-like faces laughing in the distance... again. She spends most of the trip, nose in the book, not really talking to people doing much else but sleeping and eating.
Society: 1d20 + 5 ⇒ (16) + 5 = 21
Aspis Consortium Lore, (There's no consortium in New Thassaslion... right?: 1d20 + 5 ⇒ (14) + 5 = 19
==============

Rose sheepishly approaches the tent and table, a bag of apples bought from the docks as an offering of apology. I am so lucky that one of the sailors remembered I was supposed to be getting off at this port!

She ducks into the tent, "Rose Thesar, very belatedly reporting for duty! Apologies for my tardiness, it won't happen again! I also brought a bag of apples to share...." She catches sight of the tension in the tent and falls silent, not sure what to say.


Tactical Map | Action ◆◇↺ | Checkbox ➤ (□□□) vs (☑☑☑) | Auntie Wu (☘️☑☑☑☑☑☑□/□), Kazuki (☘️☑☑☑☑☑□□□/□), Lan (☘️☑☑☑□□□/□), Sigurd (☘️☑☑☑☑☑☑☑☑☑□/☑), Vekka (☘️☑☑☑☑☑☑☑/☑) | Status Symbols ➤ ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Spell Templates

...

DM Screen:

Bardok Marsh to Request (Diplomacy): 1d20 + 9 ⇒ (16) + 9 = 25
Xue Kunsheng to Aid Request (Society): 1d20 + 7 ⇒ (18) + 7 = 25
Apollon Zamp to Request (Diplomacy): 1d20 + 8 ⇒ (14) + 8 = 22
Helène Yolescu to Request (Diplomacy), ex-Sczarni bonus: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Rose Thesar to Make an Impression (Diplomacy): 1d20 + 3 ⇒ (19) + 3 = 22

...

Rose Thesar:

The boasting of Ellvard, who serves on the Emerald Guard, have spread to your ear, claiming to have grifted Runelord Belimarius herself, all while serving under her otherwise dutifully and loyal!

The specifics of which unfortunately remain, if true, unclear.

...

Considering Helène's remarks, Guaril Karela strokes with two fingers the patch of hair garnishing her lower lip "Reputation, yes, I suppose we could do with a bit of polishing - it is of a certain acumen to re-brand every now and again, to keep things fresh, adjust to the shifting demands of the marketplace." Looking at his guards "Besides, we could use fresh recruits, and what better opportunity than to capitalize on the idea of liberation of the oppressed towards guaranteeing the loyalty of those spurning themselves towards new opportunity!" He convinces himself the idea is sound, and turns to Valais Durant to offer his concession, agreeing to reduce his price for "the Doc" by half, but keeping to the original agreement that he be of accomplice to his own rescue.

Valais nods to the PCs before finalizing the deal with a similarly firm handshake. The two have settled their dispute.

PCs earn two Treasure Bundles.

The duo then proceed with the...

Mission Briefing:

“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.”

PCs receive one Set of ID Papers each.

“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." Valais continues. “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.”


Valais Durant and Guaril Karela then pause to field questions.

After you have your answers to your questions, I'll ask that you make your Phase Two decisions in the Discussion thread, before heading into the city.

...

Meanwhile, across the water, in the Capital of New Thassilon, Xin-Edasseril...

Dr. Orris Duftwurtz
Last you heard, which was a couple weeks ago, your instructions, per your arrangements with Guaril Karela, were simple. To meet him and his team at dawn in exactly [redacted] days! He had described to you at least three of those members - Xue "Qīngwā" Kunsheng ("an alchemical savant like you"), Helène Yolescu ("a former colleague of mine; now muscle"), and Bardok Marsh ("studied in the ways of your people") - and made you promise to bring [redacted] as his price, perhaps a bit exorbitant, true, but in offering a unique service, one he not only stands to charge, but that you are willing to pay, even as it constitutes nearly the lot of your savings, you obliged. With the added understanding that, upon meeting at the Docks, you would then actually assist in the rest of the mission itself, involving the smuggling of several other citizens with whom you were unfamiliar with personally, if sharing a specific life experience with, acting as somewhat of a guide for the team through your strange city.

The fateful morning has finally arrived!

If you'd indulge me, would you either introduce your character, supply additional details about your original in-person dealings with Guaril Karela, and/or, describe your means of arrival at the Docks bearing in mind that it constitutes conspiracy against the state!


Male Elf (Ancient) Rogue (Scoundrel) / Sorcerer (Draconic) 1 |Current Disguise: Humble Measure | 30' | HP: 14 | AC: 18 | Perc: +5 | F: +3 R: +8 W: +5 | Exploration: Avoid Notice | Hero Points: 0 | Trap Finding +6 | Weapon (whip) drawn

TY for the Hero Point!

I understand perfectly: we must circumspectly liberate two sets of clientele: five on Rolanna’s Prayer on the fourth day at dawn, and the rest on the Merry Mayfly at the end of the fifth day. Two questions: first, do you have a list of the clients and where they might be found? Second: what if these clients have changed their minds?

***

Zamp will examine the papers and disguise himself as Humble Measure, an elven merchant and worshiper of Abadar who specializes in upscale wares of all kinds, such as exotic spices and even art.

Disguise, kit: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 Well I'm sure I'll be rolling 1's when it matters…

Vigilant Seal

N male Varisian human (skilled - Deception) sorcerer (aberrant) 9 | HP 71/71 (Toughness) | AC 25 | F +14 R +17 W +16 (Haughty Obstinacy) | Resist fire 5 | Perc +13 | Stealth +3 | 25 ft | Focus 2/2 | Spells (DC 27) 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4, 5th 3/3 | SLAs Used: — | Active Conditions: — | Hero Points 1/1

Bardok nods. "Sounds straightforward enough. Do we have a cushion for paying bribes on Society dime?"

Vigilant Seal

Wizard (transmuter) 8 - HP 80/80, AC 22 - Perception +11 (+13 to Initiative) - F: +12/ R: +13 / W: +13 - Speed: 25 - Hero Points: 1/1, Active Conditions: +10' ; Default Exploration Activity: Search

Imiriax wonders what he can add to a clandestine operation like this. I can certainly explain that I am a researcher fascinated by the wonders of Thassilon, he thinks, And that will have the benefit of being true. But I must be careful not to say too much. My story will not be believed.

"Or are there perhaps any allies in the city we could call on at need?" adds the young wizard.


male human alchemist 1

After washing out of the middle class, I had worked as a footman for Fannub Permu for a single caravan round-trip just prior to Earthfall. For a brief window, he furloughed his employees and made tentative plans to learn the new trade routes of this bizarre millennium, but then citizens were forbidden from leaving at all, and he had to re-organize a lot more deeply.

Out of all us footmen, Fannub had kept Grura on as a personal bodyguard; they had a much closer relationship, and Grura is a lot better in a fight than I am. I try to buy him a beer a few times a week, and gently ask if he has any job leads. I try to keep the desperation out of my voice, but as my overall circumstances get clearer, it's getting more difficult.

One evening, he finally had something useful! Apparently Guaril had reached out to Fannub to arrange papers for a trading party to enter the city, and this security guard buddy of mine was in the room for the conversation.

People like Fannub, who had led trading caravans prior to Earthfall, are now the paper owners of import/export operations, renting their licenses to foreigners (who are allowed to leave), taking a healthy slice of the profits, paying almost all of that as taxes of various sorts (tarriff, income tax, and a dozen other varieties of tax so innovative humanity has erased them from memory for a few hundred generations) then nominally paying the foreigners for their labor and any properly-annotated business expenses.

The paper owners would be liable for any crimes authorities might pin on the caravan; in practice, paper owners tend to keep order on the government's behalf regarding their caravans, to protect themselves. No one with that kind of license would be willing to trust Guaril with their lives, or even to risk trying to frame their business rivals as the ones he had worked with.

Guaril didn't seem to understand the exact bureaucracy involved, or the degree of risk he was asking Fannub to literally sign on to, but he did seem to know how much extra scrutiny foreign-owned trading enterprises receive at the docks. It seems there was some awkwardness after Fannub tried to end the discussion, and Guaril took it as a negotiating tactic.

So an idea occurred to me: I inherited my father's signet roller; it's from a legitimate (if peniless) family, so the authorities have impressions of it on file. I could forge a few documents stating that I own some real estate (for collateral) and a trading company, and use these to get legitimate entry papers for my employees. It would mean my immediate family could never do business in Thassilon again (quantitatively, only a small reduction in probability). More importantly, it would force me to leave Thassilon permanently before the banks reported any financial irregularities...

I turned to Grura: "What did Guaril say on his way out, if you don't mind my asking?"

"Something like, 'When you come to your senses, I'll be at [redacted]".

So I tracked him down and pitched the idea. He negotiated pretty hard, though; not only will I be trading away my family's reputation, I'll be playing tour guide, and offering hints on how to pass as merchants, in addition to the sort of work I had done for Fannub.

Ersatz financial documents in hand, I was to show up at the docks at dawn, to give my word as an upstanding caravan "owner" that this group is above-board, and to take a duplicate punishment for any wrongdoing they get up to (double, if they aren't brought to justice).

Envoy's Alliance

NG Female Half-elf Mastermind Rogue Pathfinder Agent 3 | HP 35/35 | AC: 20 (22w/ Nimble Dodge) | F +5 R +11 W +8 | Perc +8 | ✋:Rapier ✋: Jezail | Rounds remaining: 53 | 25 feet | Class DC 19 |1 Hero points|Exploration Activity: Avoid Notice | Active Conditions: none
DM rainzax wrote:
Considering Helène's remarks, Guaril Karela strokes with two fingers the patch of hair garnishing her lower lip "Reputation, yes, I suppose we could do with a bit of polishing - it is of a certain acumen to re-brand every now and again, to keep things fresh, adjust to the shifting demands of the marketplace." Looking at his guards "Besides, we could use fresh recruits, and what better opportunity than to capitalize on the idea of liberation of the oppressed towards guaranteeing the loyalty of those spurning themselves towards new opportunity!" He convinces himself the idea is sound, and turns to Valais Durant to offer his concession, agreeing to reduce his price for "the Doc" by half, but keeping to the original agreement that he be of accomplice to his own rescue

Rose tilts her head to one side, "Glad to hear you reached an agreement?" Puzzled look on her face she pulls out a dagger and starts cutting up apples. I wonder what all that was about...

She listens to the briefing while nibbling slices of the apple. "So we need to get in and help smuggle these people out without raising attention... This won't be as easy as it sounds. Helped smuggle slaves out of some houses in Absalom before the Siege happened and they were declared free, though they didn't end up nice places. Any descriptions of Filtch and the other clients? And do we know what kinds of work they are doing?" She also takes a look over the ID document, unthinkingly examining it for how readily it could be forged.
Scribe Lore: 1d20 + 5 ⇒ (18) + 5 = 23

Not sure if she needs to or not, but Rose doesn't have a disguise kit (yet) to Impersonate, but she might not need one for a lesser quality one.


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Male Elf (Ancient) Rogue (Scoundrel) / Sorcerer (Draconic) 1 |Current Disguise: Humble Measure | 30' | HP: 14 | AC: 18 | Perc: +5 | F: +3 R: +8 W: +5 | Exploration: Avoid Notice | Hero Points: 0 | Trap Finding +6 | Weapon (whip) drawn
Rose Thesar wrote:

Not sure if she needs to or not, but Rose doesn't have a disguise kit (yet) to Impersonate, but she might not need one for a lesser quality one.

Zamp is always happy to lend his kit! Please just assume he lends it to your PC whenever you need it. Same goes for any other kit he has in his inventory.

Envoy's Alliance

NG Female Half-elf Mastermind Rogue Pathfinder Agent 3 | HP 35/35 | AC: 20 (22w/ Nimble Dodge) | F +5 R +11 W +8 | Perc +8 | ✋:Rapier ✋: Jezail | Rounds remaining: 53 | 25 feet | Class DC 19 |1 Hero points|Exploration Activity: Avoid Notice | Active Conditions: none

Thank-you! You can borrow, Rose's climbing kit if you need it!

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène is pleased that an agreement was reached with regards to the additional fee, which puts her in a good mood for the rest of the briefing.

She listens intently to the briefing while eating a few of the pieces of apple that roses offers. The mention of keeping blades sheathed puts a hint of a smile on her face. When she receives the ID document, she gives it a careful examination as the others take the chance to answer their questions.

She swallows the last of the apple and adds her own questions. "What do we know of the situation in the city, and the laws we're working under? I've heard the use magic is banned, arcane magic in particular..." She doesn't look pleased at that prospect, even if she's managed without magic for many years. "Also, what is the standing of the Pathfinder Society in Xin-Edasseril? Should we keep our allegiance a secret at all cost?"


Tactical Map | Action ◆◇↺ | Checkbox ➤ (□□□) vs (☑☑☑) | Auntie Wu (☘️☑☑☑☑☑☑□/□), Kazuki (☘️☑☑☑☑☑□□□/□), Lan (☘️☑☑☑□□□/□), Sigurd (☘️☑☑☑☑☑☑☑☑☑□/☑), Vekka (☘️☑☑☑☑☑☑☑/☑) | Status Symbols ➤ ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Spell Templates

...

Zamp:

Going to "nest" that Impersonate check for now, under "Humble Measure's first stress check", until such a time as Apollen encounters sharper scrutiny, or re-robes himself once more.

Will probably proceed with 2nd and 3rd checks as Secret checks, as the timing and narrative deem fruitful.

Rose:

Rose determines the documents to be sound forgeries - more than sufficient at casual inspection to pass the PCs off, each in turn, as Independent Contractors for the "Duftwurtz Ltd Shuttle and Supply" (the title reads).

Perception, Society, Scribing Lore to Detect Forgeries.
Society (trained) to Create Forgery (Society).

...

Activating Slideshow! Please place your mini on Slide One

Apollon Zamp wrote:
I understand perfectly: we must circumspectly liberate two sets of clientele: five on Rolanna’s Prayer on the fourth day at dawn, and the rest on the Merry Mayfly at the end of the fifth day. Two questions: first, do you have a list of the clients and where they might be found? Second: what if these clients have changed their minds?

To answer Zamp's first question, he snaps his fingers, and smiles as one of his guards hands the elf a List.

See Slide Seven

To answer the second: "Themolin must come," Guaril insists. "He's paying more than all the other clients combined." His response elicits a glare from Valais, who considers the question more at it's root.

"If the other clients have changed their minds, well, I suppose that is their prerogative?" Maintaining weary side-eye as Guaril shakes his head sternly "I don't suppose it should come to that, given what risks they have already taken, then again, people do respond to crisis differently?" before deciding what to say "Use your best judgement." decisively, conveying her trust in your abilities...

Bardok Marsh wrote:
"Sounds straightforward enough. Do we have a cushion for paying bribes on Society dime?"

"Some." Guaril snaps his fingers a second time and one of his guards hands the sorcerer a purse of moderate-light heft "This is your budget for that, pre-calculated, counted, and cross-indexed with our best risk-assessment underwriter." Scanning Bardok's eyes for signs of gratuity "I trust you and your team skilled to work within the means of such a generous extension of credit?" It wasn't a question, more of a statement of expectation.

Valais, ever the diplomat, instinctively seems to know when to talk, and when to remain silent, choosing the latter tactic in this moment.

Treasure Bundles, such as the two you secured bargaining upthread, are "in play" to abstract the cost of any bribes that will need to be payed

Imiriax wrote:
"Or are there perhaps any allies in the city we could call on at need?"

"The Doc, assuming he makes good, will greet you when you disembark, under the pretense of your employment under him." Guaril puts out "And though his job is to assist, I doubt his credentials qualify him as little more than a simple guide - you are, after all, being paid for your expertise!" With Guaril almost scolding at asking such a question, Valais interjects "Flitch first" winking at Imiriax, allaying.

Despite growing visibly impatient, Valais's nudging seems to work, as Guaril moves to agree somewhat "It is up to you how you want to proceed," he says "But Flitch knows the secret tunnel to Shard Cove." Leaving the implications of these words for you all to put together yourselves.

Rose Thesar wrote:
"So we need to get in and help smuggle these people out without raising attention... This won't be as easy as it sounds. Helped smuggle slaves out of some houses in Absalom before the Siege happened and they were declared free, though they didn't end up nice places. Any descriptions of Filtch and the other clients? And do we know what kinds of work they are doing?"

"You should find my instructions ample." Guaril indicates Zamp, to whom he gave the instructions. He then proceeds to verbally describe the Doc, who specifically requested that "no paper trail" be used to describe his person.

...

It is still a few hours before sunrise, and when you look back, the anchor to the Merry Mayfly has already been lifted. Guaril looks you over once more, with an appraising eye, as a man who has invested a sizeable portion of wealth into a single stock might, while Valais warmly wishes the party "Good Luck". And with that, you depart for Xin-Edasseril, with an expected travel time of several hours, aiming to dock just before 9am, if all goes right.

...

How PC Choice will Drive the Narrative
We are a large party. My goal is to do a single Large Post about once per day, on average. And my expectation is that each "day" in the game will be resolved in two (or more, if needed) of these Large Posts. The first Large Post, I'd like you all to decide how you want to proceed on this mission, either by posting your character's idea, or by using the "favorite" button to support the idea of one of your comrades. Ideally, you will do both. I will then collect that information to create the second (and third, fourth, as needed) Large Post, sharing the consequences of those decisions, as well as presenting new plot points, as the narrative dictates.

If anyone has any questions about this process, I will direct your query to the Discussion tab, as you have probably already realized by now, I like to keep it Strictly Character here in the Gameplay tab, as a general rule.

So! Upon landing in Xin-Edasseril, and linking up with Dr. Orris Duftwurtz, an interaction you are encouraged to play out, what will be the party's first plan?


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Male Elf (Ancient) Rogue (Scoundrel) / Sorcerer (Draconic) 1 |Current Disguise: Humble Measure | 30' | HP: 14 | AC: 18 | Perc: +5 | F: +3 R: +8 W: +5 | Exploration: Avoid Notice | Hero Points: 0 | Trap Finding +6 | Weapon (whip) drawn

The even-keeled Humble measure, in his quiet voice, suggests Going to see Flitch first seems a good idea.

He waves to Doc and shakes his hand. It's a pleasure to meet you. Might I interest you in any art recovered from Lirgen, or spices from Tian Xia? I do so hope we can find the specific kind of clientele we seek in this city!

Vigilant Seal

2 people marked this as a favorite.
N male Varisian human (skilled - Deception) sorcerer (aberrant) 9 | HP 71/71 (Toughness) | AC 25 | F +14 R +17 W +16 (Haughty Obstinacy) | Resist fire 5 | Perc +13 | Stealth +3 | 25 ft | Focus 2/2 | Spells (DC 27) 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4, 5th 3/3 | SLAs Used: — | Active Conditions: — | Hero Points 1/1

Bardok nods. "Let's secure a way out first and foremost. I agree with seeing Flitch first. Once he's taken care of, we should get Themolin next, or Guaril will throw us all overboard. After him I'd like to find Daffrid, Garrla, and Yuleg, in that order. I trust we'll be able to convince them all to leave town, so let's stick together and keep our heads down."

Vigilant Seal

Wizard (transmuter) 8 - HP 80/80, AC 22 - Perception +11 (+13 to Initiative) - F: +12/ R: +13 / W: +13 - Speed: 25 - Hero Points: 1/1, Active Conditions: +10' ; Default Exploration Activity: Search

"I agree on the order of actions," says Imiriax, bobbing his head. "And especially on sticking together. It would be easy to get lost and separated if we are not careful."

Radiant Oath

AC 17|Fort: +4 Ref: +6 Will: +7|Perception: +11|Exploration: Search| Undine Human (Tian-Shu) Investigator/2|HP 24/24|Drained 0 Bleeding 0|Speed 25 ft. (10 ft. swim speed)|

Kunsheng has been quiet through the rest of the exchange. Before departing, though, he asks, "Could we have that map, or one like it? We won't write anything open on it."


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Doc massages his temples and blinks rapidly. "Salutations, and I am pleased also...um, and I trust your trade ideas.
"The papers say I own this, but even one like stamped this document, stiff-hearted clerk of our 'cherished' Runelord Belimarius"
(this phrase recited without emotion) "understands that my position is not that of master. No Thassilonian has truly run a caravan since Earthfall.
"I am hearing of urgent business we have with this Flitch; I can begin working to make this possible next item. I will do, unless I hear objections."

Society skill check for leads on Flitch: 2+6 = 8

Doc's look of awkwardness intensifies.

"Regret to say: I know less regarding the Flitch family than I know regarding many other families of Xin-Edasseril."

Envoy's Alliance

NG Female Half-elf Mastermind Rogue Pathfinder Agent 3 | HP 35/35 | AC: 20 (22w/ Nimble Dodge) | F +5 R +11 W +8 | Perc +8 | ✋:Rapier ✋: Jezail | Rounds remaining: 53 | 25 feet | Class DC 19 |1 Hero points|Exploration Activity: Avoid Notice | Active Conditions: none

Thank-you for the hero point! Also I hadn't realized Forgeries were under Society purview. I'll be boosting that further then.

Rose finishes the apple, seeing if anyone wants one themselves, before cleaning and putting her dagger away. She stands and streches, before leaning over and asking Apollon as he gets his disguise together. "Mind if I borrow that after you're done with it?"

She sets up a disguise for herself. Using the pink hair as a base she adds heavy amounts of makeup to her face, trying to make it look nice, but a bit gaudy. "In public, please go by the cover name of Iris Blush, makeup saleswoman. I have the mirror, soap and makeup tools for samples. Helps that a good number of our clients are/have women who want to come with them."

Rose has the racial feat Round Ears with a +4 to Impersonate checks to pass as human, though I could also see it not helping with passing as a different person.

She nods at the idea of going to Flitch first and securing their exit route. "Sounds like a good order of operating there... Bardok was it?"

She then loads onto the ship taking them to the docks, practicing her slightly high and shrill voice, as she paces the ship some. Infiltrations are always stressful... She unloads off the ship, sure that the forgeries of travel documents would hold up to casual inspection.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène doesn't see much need for an actual disguise. "I've been a businesswoman for most of my life, shouldn't be too hard to take up that mantle again, even if for a while."

When meeting up with Doc, she strides forward confidently and extends an arm to shake his hand. "Pleased to meet you. Can you tell us something about the situation in the city? What will we have to contend with? Any non-obvious rules or laws we should adhere to?"

--

The Varisian woman carefully weighs their options in her head once Zamp has shared the details. "Flitch first, I agree. He's critical to getting out the first group of clients, and his whereabouts are well-known."

"Themolin second work for me," she agrees with the others, "but going for Daffrid as third won't work. He bring three extras, which would bring that group to six. Which is more than the Rolanna's Prayer can handle." She looks troubled. "However, a group with children will be difficult to smuggle past the guard as the docks as well. Which brings us to a dilemma... Let's cross that bridge when we get there."

There still seems to be something that annoys Helène. "I don't like this Garrla-thing," she says, snorting without meaning to. "Guaril didn't know anything about them, except that they provided coin. I don't like 'risky', especially on a mission like this." She runs her hands down her waistcoat to straighten it in an unconscious effort to smooth over any creases in the mission.


Tactical Map | Action ◆◇↺ | Checkbox ➤ (□□□) vs (☑☑☑) | Auntie Wu (☘️☑☑☑☑☑☑□/□), Kazuki (☘️☑☑☑☑☑□□□/□), Lan (☘️☑☑☑□□□/□), Sigurd (☘️☑☑☑☑☑☑☑☑☑□/☑), Vekka (☘️☑☑☑☑☑☑☑/☑) | Status Symbols ➤ ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Spell Templates

Flitch's Flat (Part One)

It's a busy morning, as lady luck smiles, the first of the week, and the pendulum of safety vs expediency balances towards the PC's favor, the guards giving but half a cursory glance and nod over the Doc's papers amid the influx of eager importers bringing their taxable cargo into the city's geographical, mercantile, and political limits. One guard gives a quizzical squint at Rose's ears, another stops Imiriax to pat him down perfunctorily, but otherwise, smooth and uneventful.

Doc, perhaps a bit uneasy or distraught, leads the party to the Slum Quarter of the city, pushing through crowds, getting lost momentarily down an unintuitive alley that circles back - where the party is accosted by aggressive pan-handlers seeking newly minted coin ("a toppins for her mistress's green glory?") - and, consulting the Map once more - perhaps with a little help from his friends more experienced with the city hustle - finally narrows the search to Envy Row East, coming upon a shortblock of peasant flats, and deciding on one. The door is halfling sized. The windows are boarded up, and the door appears locked.

Time: 12:00pm, Day One

DM Screen:

"Disguised as Merchants"

Apollon Zamp to Impersonate (Deception) vs DC 14 @ 28 (nat20+7+1)
Bardok Marsh to Impersonate (Deception) vs DC 14: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Dr. Orris Duftwurtz to Impersonate (Deception) vs DC 14: 1d20 - 1 + 1 ⇒ (19) - 1 + 1 = 19
Helène Yolescu to Impersonate (Deception) vs DC 14: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Imiriax to Impersonate (Deception) vs DC 14: 1d20 + 0 + 1 ⇒ (2) + 0 + 1 = 3
Rose Thesar to Impersonate (Deception) w/ Round Ears vs DC 14: 1d20 + 3 + 4 + 1 ⇒ (3) + 3 + 4 + 1 = 11
Xue Kunsheng to Impersonate (Deception) vs DC 14: 1d20 + 0 + 1 ⇒ (16) + 0 + 1 = 17

Busy Moonday = +1 circumstance bonus

Infiltration Points = 6
vs.
Awareness Points = 3

The simple Infiltration is a Success!

...

...

Navigating Xin-Edasseril:

This mission is on a timer with a tight curfew in a foreign land. Each time the party transitions to a new location, I'd like a Leader to roll a Navigation check, choosing one PC to make the base check, plus any number of other PCs to Aid that check. As this is play by post, I don't mind you all deciding if you'd like to Aid by first looking at how others have rolled, and basing your decision on that. I'm okay with a little meta-gaming here.

The Skills you can use are: Society, Survival, or Thassilon Lore.

The base DC is 15; unless using Thassilon Lore, in which case the base DC is 13.

The time it takes to Navigate the city, arriving at your destination, depends on the final result:

Critical Success > 1 hour
Success > 2 hours
Failure > 3 hours
Critical Failure > 4 hours

Finally, because Xue "Qīngwā" Kunsheng thought to grab it back at the beach, all checks to Navigate or Aid Navigation, gain a +1 item bonus, due to the party being in possession of a Survey Map of Xin-Edasseril.

The Doc has already rolled a "9" total (1d20 > "2" + 6 + 1), just shy of the 13 he needed. Meaning, un-Aided, getting to Flitch's Flat took 3 hours. If you somehow Aid this up into a success, I will retcon the time accordingly...

Doc, let me know if you need help using the in-board dice rolling syntax to make Gameplay rolls. PM or in Discussion, please.

...

Exploration in the City of Xin:

When arriving to a new scene, you have three options to communicate to me how your character interacts with their environment, filtered through the game's Exploration Mode Activities:

1) Post your "default" mode in your Character Bar.
2) Post your new mode in the thread upon arriving, or before entering, a new scene.
3) Describe generally how your character interacts with their environment - I will choose the "mode" for you based off of that description (if needed).

I am preferencial to a combination of #1 and #3, but want to remain flexible too. Again, if you have questions, PM me or Discussion thread.

All this to say...

Upon arriving at what you believe to be Flitch's Flat, what do your characters do?

Radiant Oath

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AC 17|Fort: +4 Ref: +6 Will: +7|Perception: +11|Exploration: Search| Undine Human (Tian-Shu) Investigator/2|HP 24/24|Drained 0 Bleeding 0|Speed 25 ft. (10 ft. swim speed)|

On the way there, Kunsheng will find a few moments to quietly converse with the others. "I recommend we walk by the flat first, looking for anything out of the ordinary--markers on the door, everyone on the street avoiding looking at it, the like--and then send one of us back to talk to him if there is no sign of anything wrong. Someone more persuasive than I."

Vigilant Seal

N male Varisian human (skilled - Deception) sorcerer (aberrant) 9 | HP 71/71 (Toughness) | AC 25 | F +14 R +17 W +16 (Haughty Obstinacy) | Resist fire 5 | Perc +13 | Stealth +3 | 25 ft | Focus 2/2 | Spells (DC 27) 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4, 5th 3/3 | SLAs Used: — | Active Conditions: — | Hero Points 1/1

Bardok nods at the half-elf. "Yeah. Scholar of Thassilon with the Society, specifically magic and runecraft. Helène brings up a good point about space though. Guess we'll figure that out when we get there."

Was there no opportunity for us to strategize about how to navigate before going with Doc's lead? Given that Bardok has the highest modifier against the lowest DC with Thassilonian Lore, I'd recommend he take the lead and others roll to Aid as our default for navigating the city unless we decide otherwise for a specific reason. He'll at least try to Aid Doc if that's where we're at now.

Thassilonian Lore (map): 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29 See, could have had a crit success. That's 1 Aid for +1 at least.

Upon arriving at the flat, Bardok looks around for evidence of where Flitch might be. Given the flat's boarded state, he suspects their target might be in some kind of trouble, so he attempts to discern the problem and how the Pathfinders might mitigate it before prying Flitch out of hiding becomes a time-consuming endeavor. Investigating as a default, updated in banner. Will Investigate here too.


Male Elf (Ancient) Rogue (Scoundrel) / Sorcerer (Draconic) 1 |Current Disguise: Humble Measure | 30' | HP: 14 | AC: 18 | Perc: +5 | F: +3 R: +8 W: +5 | Exploration: Avoid Notice | Hero Points: 0 | Trap Finding +6 | Weapon (whip) drawn

"Humble Measure" gladly follows Bardok, looking for anything interesting as the group passes by Flitch's place. Stwalthinig might look suspicious — especially for a merchant. I'll seek.

Perception (trap finding): 1d20 + 5 ⇒ (19) + 5 = 24

Envoy's Alliance

NG Female Half-elf Mastermind Rogue Pathfinder Agent 3 | HP 35/35 | AC: 20 (22w/ Nimble Dodge) | F +5 R +11 W +8 | Perc +8 | ✋:Rapier ✋: Jezail | Rounds remaining: 53 | 25 feet | Class DC 19 |1 Hero points|Exploration Activity: Avoid Notice | Active Conditions: none

Rose gives the scholar a smile. "Pleasure to meet you, Thassilon Scholar. Good to hear we have someone who knows about the culture... Though supposedly this Doc might also know about it."

Through the gates, she hangs back and takes a moment to try getting a sense of who this 'Doc' person is.

Sense motive, if I can roll it myself:

Perception roll I shalln't see: 1d20 + 6 ⇒ (3) + 6 = 9

She then moves up extends a hand and gives the man a grin. "So you're the man we've been corresponding with. Doc, you're taller than I would have expected. But I appreciate the opportunity to meet you in person and hope that you'll help us spread our wonderful products around the city and mayhaps set up an export business too!"

She tries to make it look like she knows the man as best she can until thy slip out of public sight before asking, "So 'Doc' can I get your name? Having to refer to you as your title exclusively would be... unusual. Also thank-you for helping us with this. It's encouuraging to hear there was someone on the inside who could help us. We have a scholar and a native, and this whole thing should go smoother for it!"

In front of the flat building, she looks over at the Doc and Burdock... and with a shudder of barely repressed traumas, scouts out the building for the group. "So, Doc, you're saying this area would be a good place to put a new shop? I can't quite see it, but if you say that this part of town is about to undergo a renewal then we should defeintely get some good property while it's still cheap. I wonder if anyone is still living in this flat over here?"
I was planning on not having her scout for a group unless she had to, but seeing as sneaking is cover blowing and seeking is covered...


Alchemist (Mutagenist) 1|Exploration: Investigate|AC 18 [17 bestial] |HP 6/18| Ref + 8[+6 bestial; Fort+6; Will+3

Doc addresses Helene: "Salutations; you are wise to want to know these. I shall work to not be the sardine that does not know of water, from the old proverb; let us talk in detail as we walk. I must learn what you expect. My time outside my city was before Earthfall."

He answers Rose: "Salutations, Iris Blush; I have affinity for that name. I invite those from without Thassilon to call me by the name Orris, as joke on myself. The orris root plant is variety of iris. Orris points to "Orris Duftwurtz", written phonetically in Thassalonian, as the single entry on a line that demands a list of all aliases, then to his full legal name on the paperwork he has prepared. "One other option, for law or similar techniques, and I thank you for uncommon patience; my integral name, titles omitted, is Viskhesishif Xeknasamded ek Gimut ek Komigshila ek Kermapsheirgi. As you see, title is first four parts of ten, name proceeds from that point on document, where is written 'Viskheshisif'. I graciously accept apple; forgive rudeness of me welcoming visitors and not sharing food, and forgetting formal introduction; I did not find my manners when preparing this morning, due to lack of sunshine perhaps?"

His awkwardness intensifies yet again, then melts awy as he turns to address Bardok, smiling warmly. "I am happy to meet one who loves knowledge, and fortunate to work with one who has knowledge I have not! I repeat, I know very little of family Fletch. Your heart seems clear; please, lead. Also, we might work together to answer questions of Helene."

Doc has been a somewhat privileged youth trying to blend in among rich people, and a precocious academic bubbling with curiosity, and, briefly, a security professional; he switches haphazardly among these roles as the group walks along.

Later; outside Flitch's flat:

"I hear your uncertainty, Iris; the future is always unclear. Perhaps we should see and discuss."

Doc performs the Investigate activity; this could use Society or Thassilon Lore, I guess; either has the same modifier.
Society or Lore: 1d20 + 6 ⇒ (18) + 6 = 24

Vigilant Seal

Wizard (transmuter) 8 - HP 80/80, AC 22 - Perception +11 (+13 to Initiative) - F: +12/ R: +13 / W: +13 - Speed: 25 - Hero Points: 1/1, Active Conditions: +10' ; Default Exploration Activity: Search

Imiriax takes a look at Flitch's home, then goes up and knocks on the door.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène listens to Doc Orris and his explanation of the city while she keeps her eyes and ears open. She's found time and again that getting to know the 'feel' of a place is most important and pays dividends as sure as Abadaran stocks do.

She tries to get a feel for her new companion's actions as well, while traversing the city. She has't been with the Society for long, but her few previous missions have taught her that it sometimes takes a while for new teams to gel together. In this case, that's a luxury they could ill afford. Good, it seems like Rose - Iris - at least has eyes beyond what's right in front of us. With that task covered, Helène takes stock of the people, their mannerisms and their customs.

She readily agrees with Kunsheng for his suggestion to make a quick pass as the house first. "We should also check for a back alley exit. We wouldn't want Filth to spook and bolt before we get a chance to explain why Guaril couldn't make it.

Helène will Investigate using Society.


Tactical Map | Action ◆◇↺ | Checkbox ➤ (□□□) vs (☑☑☑) | Auntie Wu (☘️☑☑☑☑☑☑□/□), Kazuki (☘️☑☑☑☑☑□□□/□), Lan (☘️☑☑☑□□□/□), Sigurd (☘️☑☑☑☑☑☑☑☑☑□/☑), Vekka (☘️☑☑☑☑☑☑☑/☑) | Status Symbols ➤ ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Spell Templates

Players,
Checking in to say that my evening is swamped, and I will posting tomorrow morning.
Cheers.


Tactical Map | Action ◆◇↺ | Checkbox ➤ (□□□) vs (☑☑☑) | Auntie Wu (☘️☑☑☑☑☑☑□/□), Kazuki (☘️☑☑☑☑☑□□□/□), Lan (☘️☑☑☑□□□/□), Sigurd (☘️☑☑☑☑☑☑☑☑☑□/☑), Vekka (☘️☑☑☑☑☑☑☑/☑) | Status Symbols ➤ ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Spell Templates

Flitch's Flat (Part Two)

Kunsheng and Helène suggest that the party casually walk by Copper Street and Loyalty Way, to see if the coast is clear, before proceeding down the alley to physically approach the flat. They do, and it appears to be. Imiriax knocks, no answer. The door is locked, and, seeing the coast clear, as well as Apollon declaring a decided lack of booby-traps, the party either picks the lock, or breaks open through the boarded-up window, to reveal what appears to be a flat that is recently abandoned.

Inside, a thin layer of dust covers the floor of this sparsely furnished wood-walled apartment. The northern wall bears crude etchings, graffiti, and other odd markings. Imiriax, looking closer at the etchings, believes they represent Flitch trying to communicate, so Bardok, Doc, and Helène work as quickly as they can to Decipher the coded message - while Kunsheng and Rose look out - which seem to indicate that Flitch, addressing Guaril (his presumed reader), will remain in the Sewer Hideout until retrieved, having described a few landmarks within.

Deciphering PCs (Bardok, Doc, and Helène) gain +1 circumstance bonus to Navigate or Aid Navigation to the Sewer Hideout.

Just before leaving, Rose and Kunsheng hear a voice calling inside "Uncle Frallino? Is that you?", with whomever speaking seeming reluctant to enter the apartment themself, as well as, at least at the moment, unable to see Rose or Kunsheng, or the other PCs - and vice versa - being around the corner of the room from sight - a room that has another two boarded up windows. The voice has a "concerned neighborly" quality to it, and you quickly recognize, in the least, that it is not Flitch's.

...

DM Screen:

Apollon Zamp to Search (Trapfinding) @ 24
Bardok Marsh to Investigate: 1d20 ⇒ 20
Dr. Orris Duftwurtz to Investigate @ 18+x
Helène Yolescu to Investigate: 1d20 ⇒ 14
Imiriax to Search (Perception) @ 23
Rose Thesar to Scout @ (+1 to PC initiative, if needed)
Xue Kunsheng to Scout @ (+1 to PC initiative, if needed)

DM note: PCs who Investigate, I will look over all your trained skills, and apply the best fit, if any. For example, in this investigation, as most of your correctly guessed, a relevant skill was Society. That said, I don't need such granular specificity in choosing this tactic, instead, simply assume you are applying your entire skillset while "investigating".

Helène or Rose:

There is somewhat of a back alley exit, but, the only door to the flat is accessible by the front.

...

To proceed, I have three questions for the party:

1) How did the party get inside? By picking the lock or breaking the window? For the former, I need two Pick a Lock (Thievery, thieves tools) checks vs DC 15. For the latter, one Force Open (Athletics, crowbar) check vs DC 20 will suffice. This latter check applies to any boarded up window in the flat.

2) How are you handling the interruption by the "concerned neighborly voice"? Essentially, you can try to approach and engage, or, you can attempt to avoid engaging. Or some other plot!? Please decide which essential play you'd like to do, as well as how. As a reminder, if you support another's plan, please use your favorite button to signify so.

3) Where would the party like to head after Flitch's Flat?


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Male Elf (Ancient) Rogue (Scoundrel) / Sorcerer (Draconic) 1 |Current Disguise: Humble Measure | 30' | HP: 14 | AC: 18 | Perc: +5 | F: +3 R: +8 W: +5 | Exploration: Avoid Notice | Hero Points: 0 | Trap Finding +6 | Weapon (whip) drawn

Zamp would have picked a lock; busting down the door is not discrete. Thievery (T), Thieves Tools: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27

Zamp will approach the neighbor, and give them his most elegant bow in his fancy clothes, in order to demonstrate what an upstanding merchant he is. Hello! Who do you seek? Is this not Gustavo's house? 199 Copper Street?

He looks at the numbered address and fidgets with the lettering, then smacks himself on the forehead. Ahhh! Here: you see, I think the "9" must be loose. It's upside down. This is 169 not 199. And since the door was open, we walked right in. How embarrassing! Zamp blushes.

"Virtue is not solitary," as they say, and I find myself in good company with you, my friend — I'm so glad you came by to help me rectify this mix-up. And how virtuous of you to check in on your neighbors' activities so fastidiously! I am sure they are grateful to have your keen eye on their door at all times. Well — I know that I would be!

Now, as you see, I will even lock the door for your friend on the way out, as a good measure to keep thieves and neer-do-wells away. I'm sure you're all the security needed here, but it doesn't hurt for people to cooperate and work together, now does it?

Deception (T) to Lie: 1d20 + 7 ⇒ (18) + 7 = 25

Please, don't tell anyone about this. I am Humble Measure, a merchant new to town, and it would hurt my business if it was known I for turned around so easily! I'm sure you can understand. Yes? Everyone loves a foolish merchant. And sadly, we must hurry, for Gustavo awaits. He will raise prices for every minute we're late! We must hurry!

Diplomacy (T) to Make a Request: 1d20 + 7 ⇒ (7) + 7 = 14

I vote sewers next

Vigilant Seal

N male Varisian human (skilled - Deception) sorcerer (aberrant) 9 | HP 71/71 (Toughness) | AC 25 | F +14 R +17 W +16 (Haughty Obstinacy) | Resist fire 5 | Perc +13 | Stealth +3 | 25 ft | Focus 2/2 | Spells (DC 27) 1st 4/4, 2nd 4/4, 3rd 4/4, 4th 4/4, 5th 3/3 | SLAs Used: — | Active Conditions: — | Hero Points 1/1

I love Apollon's cover. Bardok will wait quietly for the aftermath. Assuming it all works out, sewers next sounds fine.

Navigate to Sewer Hideout Thassilonian Lore (coded message, map): 1d20 + 9 + 1 + 1 ⇒ (20) + 9 + 1 + 1 = 31

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