GM Ubi #1-12 The Burden of Envy (Inactive)

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Dot in here and we'll get underway.


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Dot in here and we'll get underway.

Horizon Hunters

| CN Human Male Thaumaturge 1| Expl: Investigate|
Stats:
AC 18 | Class DC 17 | Perception +5 | Fortitude +6, Reflex +4, Will +5 | Speed 25 ft |
| ♥️ 17/17 | ☘️ 1/1 | ⚕: Ok | ✋: none

Dot

Verdant Wheel

NG (F) halfling (hillock) Summoner 2 | HP 30/30 | AC 16 | F +8 R +6 W +8 | Perc +6 | Stealth +2 | Speed 25 | Hero 1/3 | focus 1/1 | spells 1: 2/2 | ↺◇◆ | Active Conditions: ---

asd


N (M) Guardian Plant Eidolon w | AC 18 | F +9 R +6 W +7 | Perc +5 | Stealth +2 | Speed 25 | low light vision | Active Conditions: none

af

Radiant Oath

| Speed: 20 ft| Conditions: None | Hero Points: 0/1 | | HP 20/20| AC 18 | F: +5, R: +9, W: +7 | Perception: +7 N Dwarf Rogue 1 (Thief)

...

Grand Archive

Human Fighter 5 | AC 23 | HP 78 | F +13, R +11, W +11 | Perception +11 | Athletics +13 | Performance +10 | Acrobatics +9 | Intimidation +8 | Crafting, Sailing Lore +7 | ◆

fpy


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The Merry Mayfly darts across the sea - bound for Xin-Edasseril - carrying a cargo of Chelish wine, Varisian grain, and a group of Pathfinders on a special assignment.

Heidmarch Manor in Magnimar is two days distant at this point, but the message from Shelia Heidmarch is still clear: "I have been requested to provide a group to resolve a delicate manner for Venture-Captain Valais Durant. Also our dear friend Guaril Karela is involved. You'll meet at sea. The Mayfly's captain has been instructed."

A sailor shouts from the rail and points to starboard, where a speck of gold appears on the horizon. A distant sail: The Lightbringer.

As your group assembles - ready to receive more specific orders - feel free to describe your characters and make introductions (you've had a couple of days at sea together to get acquainted, and it's still two days journey to Xin-Edasseril).

Radiant Oath

| Speed: 20 ft| Conditions: None | Hero Points: 0/1 | | HP 20/20| AC 18 | F: +5, R: +9, W: +7 | Perception: +7 N Dwarf Rogue 1 (Thief)

An unusually thin dwarf sits on the deck, a dagger flitting around his hands. Karela is involved and we're meeting in the middle of the sea? It's an interesting start at least. Wonder who we're robbing blind.

Horizon Hunters

| CN Human Male Thaumaturge 1| Expl: Investigate|
Stats:
AC 18 | Class DC 17 | Perception +5 | Fortitude +6, Reflex +4, Will +5 | Speed 25 ft |
| ♥️ 17/17 | ☘️ 1/1 | ⚕: Ok | ✋: none

"Robbing? I doubt that, but I'm sure there will be things to see and do. Maybe bring a few bits and bobs with us." an older human responds, unruly hair and beard starting to go gray. Battered breastplate covered in straps, bags, and pouches. From all the various straps charms, fetishes and gods know what else hang.

He takes in the sea with gray eyes, breathes deeply, and finishes "At least this will be somewhere new, much to learn and see."


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Posting up the full intro, will be travelling a bunch this weekend, have an iPad with me to post, but easier to get all this out there in a chunk.

The Lightbringer swings along-side as the respective captains yell orders to their crews, then - the manoeuvre complete - share a satisfied nod of recognition.

You’re shown aboard, led below-decks - through very tidy quarters - to a small room in the aft, where Valais Durant greets you with a warm smile, and Guaril Karela offers a sly grin. There, around a paperwork-strewn table lit by softly swinging lanterns, she lays out the situation.

”Again, thank you for accepting this task. It is one that requires both great risk and exceeding discretion. You all know Guaril Karela-” she gestures to the green-eyed Varisian man, “-and his prominence with the Sczarni.”

”The Sczarni maintain a smuggling ruin, 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 disdainful glare toward Guaril, ”allowing the Sczarni to extract hefty sums from desperate patrons. I find the practice rather distasteful, however collaboration with his operation 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.”

Guaril smirks as he interjects: ”Transportation's expensive. Not to mention-” he begins ticking items off on his lanky fingers ”-paying off the border guards and the harbourmasters, concocting schemes to get ‘em out, avoiding Belimarius’s patrols, even finding captains to navigate these waters in the first place. And with all that, don’t forget that Belimarius has placed a price on my head too.”

”Something you’re well-accustomed to, I’m sure,” Valais notes.

Guaril shrugs: ”Listen, I had a new list of clients ready to go before I had to make a hasty exit last time. Most of the arrangements have been made, you just gotta talk to ‘em, give them a place and time for departure, escort ‘em out of the city - and don’t let them forget their payment. You’ll get a hefty - and very fair - cut as compensation.”

He hands over a small sheet of scrawled paper: ”Client list. Memorise it, then tear it up, burn it, swallow it, don’t let Belimarius get a hold of it, otherwise you’re signing the death sentence for everyone named on it.”

Handout: Guaril’s List now visible on the adventure slides.

”I’ve also got documents to verify your new disguise: you’ll be entering the city disguised as merchants. The papers will grant you passage in and out for five days before they expire.” He hands over a set of documents. Forgeries, or official, you're not entirely sure, but they certainly look the part.

”At dawn on the fourth day the ship Rolanna’s Prayer will arrive in a bay just outside the city: Shard Cove. Their boat can accommodate only five clients, but it’s an excellent opportunity to escape the city undetected. Flitch - one of the clients - knows a secret tunnel that’ll take you there. Any remaining clients you gotta smuggle out of the city by the docks, which means getting them past the guards. Your ship, the Merry Mayfly has to depart once your papers are expired and your five days are up.”

”Also, you gotta expect to build some level of trust with these clients first, as they were supposed to be dealing with me and now it’s a few days past when I should’ve contacted them. But I’m sure our old friend Sheila Heidmarch has picked a fine bunch. She knows what kinds of jobs I get you Pathfinders into.”

”That all said, I gotta caution you again: you’re in Belimarius’s back yard. You’re foreigners. There’ll be eyes everywhere, and plenty pointing at you. Don’t do anything to draw unnecessary attention. Don’t get involved with the authorities. They’re well-trained and very capable. These aren’t some bumbling thugs from Korvosa, they serve a Runelord. Keep your wits about you and your blades sheathed. Don’t get arrested or interrogated, and if you do just pay whatever fine and don’t say anything.”

Valais finally gets a word in: ”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.”

The big spiel complete, the pair sets about answering your questions - between snide remarks at each-other's expense - and explaining the nitty-gritty details of the task at-hand.

Can't we enter the city at night?:
“I would highly advise against it." Valais responds. "With curfew in effect, we don’t want to risk unwanted attention."

Who should we approach first?:
"It is up to you, how you want to proceed," says Guaril. "But Flitch knows the secret tunnel to Shard Cove..."

What if the clients don’t want to leave?:
"Themolin must come,” Guaril insists. ”He’s paying more than all the other clients combined.” His response elicits a glare from Valais.

Why is Rolanna’s Prayer arriving near dawn?:
”Shard Cove is only navigable to ships at high tide.” Guaril explains. “Navigating the cove at night is too dangerous. The jagged crystals lying just beneath the waves of the cove are nearly impossible to avoid by day as it is.”

Why won’t Rolanna’s Prayer return to Shard Cove?:
“Space aboard Rolanna’s Prayer is limited. And each voyage to the cove increases the likelihood of being 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.

Where will the refugees head after we get them out of Xin-Edasseril?:
“Rolanna’s Prayer and the Merry Mayfly will each sail on to Magnimar. Bring those refugees with you to Heidmarch Manor.” says Valais. “Sheila Heidmarch and I will await you there and the refugees will be given what they need to be introduced to their new lives.”

You may also remember some more pertinent information regarding Xin-Edasseril and Shard Cove, or Belimarius with Society, Warfare Lore, Thassilon, or potentially something equally applicable. Let me know what and I'll make your secret rolls for you next post.

Horizon Hunters

| CN Human Male Thaumaturge 1| Expl: Investigate|
Stats:
AC 18 | Class DC 17 | Perception +5 | Fortitude +6, Reflex +4, Will +5 | Speed 25 ft |
| ♥️ 17/17 | ☘️ 1/1 | ⚕: Ok | ✋: none

Darius listens to the mission outline and the various questions and clarifications quietly, stroking his beard. ”Mystery, skulduggery, intrigue, excitement. What I’ve come to expect. I have never yet had a chance to visit New Thessolonia, this will be worth the trip for that alone, short as our stay will be.” he then eyes the group and settles back against a rail to think.

Dont suppose my Lore:Esoteric would be any help? Runelords and magic and such

Grand Archive

Human Fighter 5 | AC 23 | HP 78 | F +13, R +11, W +11 | Perception +11 | Athletics +13 | Performance +10 | Acrobatics +9 | Intimidation +8 | Crafting, Sailing Lore +7 | ◆

Would Sailing Lore help me out with information about Shard Cove?

"My name's Yakuthiel. If we've got to pretend we're merchants or figure out stuff, I can't do it. Just pretend I'm muscle hired to protect you. It's close enough to the truth, that no one will see through it."

Verdant Wheel

NG (F) halfling (hillock) Summoner 2 | HP 30/30 | AC 16 | F +8 R +6 W +8 | Perc +6 | Stealth +2 | Speed 25 | Hero 1/3 | focus 1/1 | spells 1: 2/2 | ↺◇◆ | Active Conditions: ---

Earlier:

Homely and unremarkable, with brown hair and eyes, beige skin, and usually a contented expression on her face, Illnore parked herself near her comrades for most of the voyage. She chatted with them about their experiences in the Society and before and introduced them to her eidolon, Chiselnits. He's a spiky ball like a burr that's much larger than her, with one thick, muscular viney arm and two thinner thorny arms, which he uses to walk tripod-fashion on the stairs and ladders. When he wants to move swiftly over flat surfaces, he retracts his thorns and rolls. Most of the time on the ship she didn't manifest him, because his thorns would pockmark the deck (he's not always as careful with them as he should be).

And back to the present:

"Don't draw attention to ourselves? Hmm. Maybe I shouldn't waltz in there with Chiselnits, huh?"

After reading over the client list, Illnore asks: "So, it looks like we've got...nine people coming. This mentions Filch's uncle, Frallino. Who's he? Is he coming too? That'd make ten. Oh! And about Themolin: if we go to the Ministry of Tithes to ask for him specifically, won't that be suspicious? Do you know where else we could contact him?" I suppose I could convince them that he's the only one who knows the details of our account.

Radiant Oath

| Speed: 20 ft| Conditions: None | Hero Points: 0/1 | | HP 20/20| AC 18 | F: +5, R: +9, W: +7 | Perception: +7 N Dwarf Rogue 1 (Thief)

Avoiding notice I can do. Talking people into things? Less so.

Ten passengers give us five per ship. In assuming the family wants to stay together, so those four plus one more on the Mayfly and the rest on the Prayer.


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Dolan:
You recall some basic information about Edasseril: It 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.

Illnore:
You recall some of the sailors chatting about a previous merchant they’d worked for who had traded in Xin-Edasseril and they’d had to leave the city without him after he’d been hauled away by the guards. One said he’d been smuggling illicit goods, another claimed he’d been too brazen in his worship of Cayden Cailean and that Belimarius didn’t tolerate these “new” gods. One said he’d been practicing a pinch of magic, and that the guards could not only tell but also would arrest you for it: only Belimarius was allowed to use magic in Xin-Edasseril.

Yukathiel:
You’ve heard a tale about Shard Cove; that it is so named because it once contained one of the artifacts known as the Shards of Sin, and anyone living near the cove is often overcome with overwhelming feelings of envy, regardless of their normal demeanor. You recall hearing this from a drink-sodden Andorran sailor who you are pretty sure hasn’t set foot out of the inner sea, and also in his next breath claimed he’d once challenged Cayden Cailean to a drinking contest and won.

Darius:
Though not normally an area of expertise or interest, when trading strange tales with a fellow Pathfinder, the woman happened to be returning from New Thassilon and spoke of what she’d learned: that there’d been a whole host of Runelords, and Belimarius became the tenth and final Runelord of Envy when she murdered her predecessor. That this all happened over five thousand years ago when she ruled the nation of Edasseril, but when learning of the coming cataclysm known as Earthfall she managed to avoid it by trapping herself and her city outside of time until very recently.

Gauril grins: ”I might have only made arrangements for five, but you could charge much more for ten…”

”If you can offer freedom to more needy souls, the Radiant Oath will praise you for it. Just don’t jeopardise the entire effort for it. Ten is more than five, but none and a group of a captured Pathfinders is worse.” Valais advises solemnly. ”I trust your judgement, Illnore. May Desna smile upon you in these times.”

You return to the Merry Mayfly, full of anticipation, with a couple of days further sailing to plan. Who do you wish to pursue first? Is there anything that you need to discuss regarding your cover story as merchants? Yukathiel has volunteered to act as hired muscle, perhaps that informs the origin of your fictional wares as being from someplace dangerous…

Grand Archive

Human Fighter 5 | AC 23 | HP 78 | F +13, R +11, W +11 | Perception +11 | Athletics +13 | Performance +10 | Acrobatics +9 | Intimidation +8 | Crafting, Sailing Lore +7 | ◆

"I heard from a drunken sailor that the Shard Cove once contained the Shards of Sin -- and that we must be careful about feelings of envy -- they may be because of the shards."

Verdant Wheel

NG (F) halfling (hillock) Summoner 2 | HP 30/30 | AC 16 | F +8 R +6 W +8 | Perc +6 | Stealth +2 | Speed 25 | Hero 1/3 | focus 1/1 | spells 1: 2/2 | ↺◇◆ | Active Conditions: ---

"Huh. Interesting. I heard some of the sailors chatting about a previous merchant they’d worked for who had traded in Xin-Edasseril and they’d had to leave the city without him after he’d been hauled away by the guards. One said he’d been smuggling illicit goods, another claimed he’d been too brazen in his worship of Cayden Cailean and that Belimarius didn’t tolerate these “new” gods. One said he’d been practicing a pinch of magic, and that the guards could not only tell but also would arrest you for it: only Belimarius was allowed to use magic in Xin-Edasseril. Of course, it's sailors' gossip, so who knows?" Illnore finishes nervously.

"I can do the talking if you like. Most people underestimate me, what with being a homely halfling and all, plus I can be really charming when I put my mind to it. So...We're merchants. We ought to get our story straight. What're we selling? Ancient artifacts? That might explain the armed guard. And where did we sail from, and where are our headquarters?" And how do we keep a magic user safe in a place where she can't safely use magic? Oh, Chiselnits, I wish I wasn't so scared to summon you! If only I could hid our sigil when you're here!

Radiant Oath

| Speed: 20 ft| Conditions: None | Hero Points: 0/1 | | HP 20/20| AC 18 | F: +5, R: +9, W: +7 | Perception: +7 N Dwarf Rogue 1 (Thief)

So who's the merchant? I'm a terrible liar. Much easier to just sneak about and not have to answer questions.

Verdant Wheel

NG (F) halfling (hillock) Summoner 2 | HP 30/30 | AC 16 | F +8 R +6 W +8 | Perc +6 | Stealth +2 | Speed 25 | Hero 1/3 | focus 1/1 | spells 1: 2/2 | ↺◇◆ | Active Conditions: ---

"Well, perhaps you could be our logistics officer."

Horizon Hunters

| CN Human Male Thaumaturge 1| Expl: Investigate|
Stats:
AC 18 | Class DC 17 | Perception +5 | Fortitude +6, Reflex +4, Will +5 | Speed 25 ft |
| ♥️ 17/17 | ☘️ 1/1 | ⚕: Ok | ✋: none

"I've heard of Belimarius, but nothing very useful for our mission here. Plan sounds fine, get as many out as we can without a fight. I can pass for a merchant, or a scholar, I know a little about a lot and have been blessed with the gift of gab." Darius says with an easy smile, then, shifting to a much more sinister expression, "Though, I also can pass for an armed escort, my talents do tend more toward the ... unpleasant."


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DAY 1

You arrive at the break of day. Xin-Edasseril rises before you like a golden, spiny creature from the brilliant greenery of Peridot Isle. Spires and towers protrude above an encircling wall of yellow stone. The architecture is strange yet familiar due to the prevalence of Thassilonian ruins across Varisia.

Its docks are clustered with ships, their crews all sat about performing maintenance, playing games, or sharing tales or breakfast.

A huge wall encircles the city, imposing in its height and breadth, yet marred by tremendous cracks, and sections that seem to be dissolving into sand as fast as some workers can mend it. A single gate - guarded by a group of soldiers in brilliant gold-and-green - leads through from the docks. No-one moves towards it.

”Have to wait for the tenth hour to ring out,” the Mayfly’s captain explains, as the ship begins unloading in preparation. ”Outsiders aren’t to be trusted, so we get a curfew. Only eight hours to move about and do your business, have to be inside after that else the patrols will catch you and haul you in for fines or worse. Oh, and don't expect to get around the city very quickly either; guardposts and inspections, traffic, and some roads that don't even go anywhere anymore.”

What this means - mechanically - is that you have a set amount of time each day, essentially split into four 2-hour long chunks, as travel between locations in the city is approximated into two hours, and Gather Information checks also take 2 hours. You can do things “overnight” (from 6pm-10am), you just can't be outside during that time.

I’ve updated the map with the locations identified on Guaril’s Handout, you can let me know where you want to go for Day 1 - Part 1

Verdant Wheel

NG (F) halfling (hillock) Summoner 2 | HP 30/30 | AC 16 | F +8 R +6 W +8 | Perc +6 | Stealth +2 | Speed 25 | Hero 1/3 | focus 1/1 | spells 1: 2/2 | ↺◇◆ | Active Conditions: ---

"I suggest we give Flitch a visit, then work our way counter-clockwise through the city unless something gives us a reason to do otherwise. What do you all think?"

Horizon Hunters

| CN Human Male Thaumaturge 1| Expl: Investigate|
Stats:
AC 18 | Class DC 17 | Perception +5 | Fortitude +6, Reflex +4, Will +5 | Speed 25 ft |
| ♥️ 17/17 | ☘️ 1/1 | ⚕: Ok | ✋: none

Darius nods at Illnore, ”Seems a reasoned plan, I like it.”

Radiant Oath

| Speed: 20 ft| Conditions: None | Hero Points: 0/1 | | HP 20/20| AC 18 | F: +5, R: +9, W: +7 | Perception: +7 N Dwarf Rogue 1 (Thief)

Illnore, the merchant; Darius, the lieutenant; Yakuthiel, the guard; and Dolan, the bookkeeper. A small group to feel out a new city. Perhaps a Chelaxian origin. A halfling would be unusual, but it would also explain the heavier protection. Can't be too careful when your people can be enslaved.

Start with Flitch and see if he points us anywhere... Your plan sounds reasonable.


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Was driving home all yesterday, so didn't get a chance to post. Back at a computer now! Much easier to write posts than on an iPad

DAY 1 - MIDDAY

A sequence of tones rings out across the city, causing the docks to surge to life with activity. Although, it's a matter of "hurry up and wait" as a queue forms immediately at the large gate.

"Guards won't even look at a piece of paper until it's time," a nearby merchant grumbles, smoking a long pipe.

It's over an hour before the guards even get around to your group. Their questioning (in heavily accented Taldane) is pretty surface-level, and your answers easily pass muster. There's no haste to their actions, though you've seen some groups get through quicker than others, or some get ushered forward while others are held behind.

The guards are well-armoured and well-armed, with polished golden rune-inlaid armour, and gleaming halberds.

Dolan:
Lore (Underworld) - you've seen business like this before: knowing smiles and greased palms, hints at what prices might go up or down, a little bit extra to see a rival's merchandise roughly inspected. These Emerald Guards might just be the finest group of corrupt thugs you've ever met. You bet the average populace of Xin-Edasseril aren't nearly as well-fed as these soldiers.

You finally emerge from the tunnel through the wall into an eclectic city: bright colours everywhere, every structural facade laden with unnecessary ornamentation and ostentation, yet much of its populace are lean and their finery is threadbare.

Your group's presence is met with distant stares, and whispered mutterings. You've never met a more exclusionary or less-welcoming populace.

Cutting through a wealthy neighbourhood - after yet another checkpoint and perfunctory interrogation - you pass manors that, instead of valuing their privacy and hiding behind towering walls, seek to show off the perfect lives of their rich inhabitants. Huge coloured glass windows frame scenes of performative bliss. Some even vent out the mouth-watering smells of lavish feasts, or the sounds of well-performed music. All vying to impress or astound.

Flitch's Flat is more representative of the city as a whole. The two-story wooden building's once-turquoise paint is flecked and faded. The door has been mended multiple times, and is currently held fast by a shoddy iron padlock. Boards cover the windows. The shattered remains of a clay flowerpot lie beneath one ground-floor window.

Notes for future actions you might take: there's no response at the door or windows. The lock is of poor quality, requiring two DC 15 Thievery checks to crack. The windows are solidly-boarded, requiring a DC 20 Athletics check to Force Open. While there is very little foot-traffic here, you could ask around with a DC 20 Diplomacy check to Gather Information about Flitch, but that will take 2 hours.

Radiant Oath

| Speed: 20 ft| Conditions: None | Hero Points: 0/1 | | HP 20/20| AC 18 | F: +5, R: +9, W: +7 | Perception: +7 N Dwarf Rogue 1 (Thief)

Keep an eye out, eh? And if anyone does look a little too closely a silver in the palm will go a long way. The guards at the dock were clearly... accepting donations and I would expect the rest to be the same.

Thievery: 1d20 + 7 ⇒ (4) + 7 = 11
Thievery: 1d20 + 7 ⇒ (20) + 7 = 27

Thievery: 1d20 + 7 ⇒ (12) + 7 = 19

It takes a moment to find the spot, but once he does Dolan's picks work better than the key itself.

Verdant Wheel

NG (F) halfling (hillock) Summoner 2 | HP 30/30 | AC 16 | F +8 R +6 W +8 | Perc +6 | Stealth +2 | Speed 25 | Hero 1/3 | focus 1/1 | spells 1: 2/2 | ↺◇◆ | Active Conditions: ---

Illnore seems a bit discomfited by Chiselnit's extended absence. She keeps glancing to the side as if she expects someone to be there. Even so, she tries to keep her focus on seeming to be looking around and appreciating the view.

Perception +5: Is anyone watching us too closely for our comfort? Are there any guards around?

As she does so, a thought occurs to her. "Oh, by the way: we should find an inn before it's too late, since curfew is serious around here."


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Illnore scans the street while Yukathiel and Darius lean by the doorway and obscure the dwarf while he works his special kind of magic. You feel fairly safe - patrols are much less frequent here - and the only bystanders in sight are a pair of scrawny human children who seem more fascinated by Illnore being a halfling than by anything you're doing with the building.

Dolan's expertise shreds the padlock with only a single hitch to re-adjust his picks.

The building's interior is dimly lit by the thin shafts of light peaking between gaps in the boarded windows. A thin layer of dust covers the floor, speckled with the trails - and debris - of small rodents. The second level is mostly collapsed, the stairs a pile of rotten wood, yet the high ceiling does little to make the place feel less stuffy. The windowless wall that backs into the next-door bulding is covered with crude etchings, bright grafitti, and other odd markings.

Perception success: Illnore and Dolan both notice that - hidden amongst the scribbles and patterns and crude artwork is the name Flitch connected to a series of squiggly lines and text. You trace the lines on the wall to show it to the full group, allowing you all to read and try and figure out what it means.

Illnore:
Decipher Writing (Society) success: It takes a while, there's words but they're so spread through the squiggly lines it makes them difficult to identify. Eventually you stop thinking about it as a full sentence and wonder if the pattern could be more abstract in nature - movement, directions, that's it: the lines represent a series of turns through-out the city. You match one of the words to a street name you saw earlier. It's a long, winding route but it should lead to... you trace the maze-like lines, and find them ending in a hatch. Sewers? Fitch must be hiding in the sewers. So much for staying put like Guaril thought him smart enough to do. Was he actually in trouble, or did paranoia flush him out like a hunted rabbit.

Horizon Hunters

| CN Human Male Thaumaturge 1| Expl: Investigate|
Stats:
AC 18 | Class DC 17 | Perception +5 | Fortitude +6, Reflex +4, Will +5 | Speed 25 ft |
| ♥️ 17/17 | ☘️ 1/1 | ⚕: Ok | ✋: none

Darius follows with the group, keeping an eye out as they walk and playing up the bodyguard role. As Dolan works the lock quickly, he nods and grunts "Nice work."

Entering the building he looks around with the group and, seeing the artwork asks, "Well, what's that all mean?"

Verdant Wheel

NG (F) halfling (hillock) Summoner 2 | HP 30/30 | AC 16 | F +8 R +6 W +8 | Perc +6 | Stealth +2 | Speed 25 | Hero 1/3 | focus 1/1 | spells 1: 2/2 | ↺◇◆ | Active Conditions: ---

After staring at the markings for a bit, Illnore breathes: "Oh my. He's hiding in the sewers." She explains how she came to that conclusion. (Spoiler open)

Sighing, she remarks: "I'd rather secure a room in an inn before getting all gross in the sewers. It'd probably be harder to get a room if we're covered in stinky muck."

@GM Ubi: Where on the map is the entrance to the sewers? That may influence where we go next.


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Illnore Thornbriar wrote:
@GM Ubi: Where on the map is the entrance to the sewers? That may influence where we go next.

The map has been updated with the sewer entrance.

Horizon Hunters

| CN Human Male Thaumaturge 1| Expl: Investigate|
Stats:
AC 18 | Class DC 17 | Perception +5 | Fortitude +6, Reflex +4, Will +5 | Speed 25 ft |
| ♥️ 17/17 | ☘️ 1/1 | ⚕: Ok | ✋: none

Darious nods, "Seems prudent. Anyone paying attention would expect us to find lodgings after entering the city so it would help the cover story."

Radiant Oath

| Speed: 20 ft| Conditions: None | Hero Points: 0/1 | | HP 20/20| AC 18 | F: +5, R: +9, W: +7 | Perception: +7 N Dwarf Rogue 1 (Thief)

The was an inn not too far back, the Rockfish. We can stop there as we work our way back into town.

Verdant Wheel

NG (F) halfling (hillock) Summoner 2 | HP 30/30 | AC 16 | F +8 R +6 W +8 | Perc +6 | Stealth +2 | Speed 25 | Hero 1/3 | focus 1/1 | spells 1: 2/2 | ↺◇◆ | Active Conditions: ---

"Oh! And that'll be a great excuse to chat with Yuleg. Great!" Illnore starts heading toward the Rockfish Inn, glancing back to make sure everyone else is following. Apparently it won't be smart for a halfling to wander around this town without the buddy system.


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DAY 1 - EARLY AFTERNOON

You emerge from the ruined building back into the heat of the midday sun. The two kids follow you a short ways, keeping their distance but plainly curious at your presence. They get distracted as you near the passage to another city district by the shouts and cries of the guards. You're swept forward to the disturbance by a growing crowd of onlookers.

The Emerald Guard has detained an Osiriani merchant and her retinue, proclaiming them "PURVEYORS OF ILLICIT MATERIAL", and proceeding to thoroughly unpack and examine everything the merchant and her assistants are carrying. Each item is catalogued, passed to pair of guardsmen who seem to be examining for magical auras, then tossed into a pile. After almost an hour of this they finally accept the merchant's explanation (or their coinage) and the slow flow of people from one district to another resumes.

With some back-and-forth and a few unwilling locals questioned, you eventually locate The Rockfish Inn.

It's a two-story building of sturdy stone - squat in comparison to the surrounding tenements - with a meticulously thatched roof that gives off a homely, rustic impression further reinforced by the hand-carved wooden sign with the inn's name in silver inlay.

A scribbled sign on the door reads CLOSED DUE TO ILLNESS. You knock anyways, and - hearing movement - continue until the door cracks open a slight. A middle-aged dwarf with a bright orange beard and thick-rimmed spectacles peers through. He mutters "You ain't the guards," and pulls the door open wider. "Where are you from, and what do you want? Name's Yuleg, and the inn's closed; my daughter Vurna - bit of a scallywag, though she's as dear to me as fire is to wood - she's come down with some fierce sickness so I've my hands full trying to look after her."

He peers at you more closely, both through the spectacles then over them as if it makes a difference. "Say, I've a friend - well, not so much a friend but a business acquaintance - who's a little reticent in keeping his appointments, you wouldn't happen to know anything about that would you?"

Yuleg's portrait is now visible on the sheets document.

Verdant Wheel

NG (F) halfling (hillock) Summoner 2 | HP 30/30 | AC 16 | F +8 R +6 W +8 | Perc +6 | Stealth +2 | Speed 25 | Hero 1/3 | focus 1/1 | spells 1: 2/2 | ↺◇◆ | Active Conditions: ---

With sincere concern, Illnore responds: "Oh, we're so sorry your daughter is ill. Maybe we can do something to help you take care of her, in exchange for your time. You see, we recently met with a business acquaintance of ours who mentioned not being able to keep an appointment with you, and recommended that we stop by to chat about it." She finishes with a simple, homey smile.

Diplomacy +7

Horizon Hunters

| CN Human Male Thaumaturge 1| Expl: Investigate|
Stats:
AC 18 | Class DC 17 | Perception +5 | Fortitude +6, Reflex +4, Will +5 | Speed 25 ft |
| ♥️ 17/17 | ☘️ 1/1 | ⚕: Ok | ✋: none

"Yes, I believe some of us are trained in medicine, we may be able to assist. That cannot be too much of a price to pay for just a little conversation, surely?" Darius offers.

Possibly aid in diplomacy? I also have a +7


◆ | ◆◆ |◆◆◆ | ◇ | ↺

No need for diplomacy, he's plenty forthcoming.

Yuleg brightens at the prospect of medical assistance for your daughter, and he ushers you inside, quickly shutting the heavy door behind you. "My friends say I am to trusting for this city - part of why I want to leave - but if someone says they are here to help and means it then I have no option but to take them at their word."

Inside is pleasant, though a little bare. The hearth sits empty and soot-stained, the bar barren of bottles or containers, and no delicious smells emenate from the small kitchen. "Apologies that I cannot be the fine host of past times; I have been peddling off what I can in order to make the amount for payment. Can't sell the building either: too suspicious. Though it will be a shame to leave it, my mother - thousands of years dead rest her - hewed these stones with her very hands. I can offer room and rest, and..." he peers around the corner into the kitchen. "Six barrels of pickled fish. No-one would take them."

He leads you upstairs into one of the inn's rooms. A young, female dwarf - obviously his daughter from the familial resemblence of brilliant orange hair - lies still on the sweat-stained bed. Her left arm is a blaze of infection streaming up from her bandaged forearm. She grunts and rolls slightly in half-sleep. Yuleg looks at her with a mixture of worry and terror.

"She cannot travel like this, especially if we must depart by this Shard Cove she mentioned. She has been trying to find it ever since Guaril introduced her to that roguish gentleman Flitch - not a trustworthy name or face on that one - delving into the sewers each night. A few nights ago she returned with this nasty rat-bite, and it has been fever since then."

Dolan (trained in Medicine):
With your training in Medicine, you recognise this as the simple - yet ultimately dangerous - Filth Fever, commonly carried by rats and other vermin. If she worsens she will fall into an unconsciousness that she may never wake from. As it is, she is in no state to travel. You can Treat Disease on her to help her improve, though that will require 8 hours of care.

For those untrained in Medicine, you get the idea that she'd need time spent looking after her, which you could do overnight when you're stuck inside due to curfew. As it is early afternoon, you still have enough time to get to and from another location if you want to investigate a separate lead today.

Radiant Oath

| Speed: 20 ft| Conditions: None | Hero Points: 0/1 | | HP 20/20| AC 18 | F: +5, R: +9, W: +7 | Perception: +7 N Dwarf Rogue 1 (Thief)

Filth Fever, most rats carry it. It's relatively common, but can still cause some real problems. I can help her, but it will take most of the night. If we can stay here after curfew I'll do what I can for her.

Verdant Wheel

NG (F) halfling (hillock) Summoner 2 | HP 30/30 | AC 16 | F +8 R +6 W +8 | Perc +6 | Stealth +2 | Speed 25 | Hero 1/3 | focus 1/1 | spells 1: 2/2 | ↺◇◆ | Active Conditions: ---

"Oh, yeah. Dolan's right. She looks like she needs medical care pretty promptly, before it gets too much worse."

Horizon Hunters

| CN Human Male Thaumaturge 1| Expl: Investigate|
Stats:
AC 18 | Class DC 17 | Perception +5 | Fortitude +6, Reflex +4, Will +5 | Speed 25 ft |
| ♥️ 17/17 | ☘️ 1/1 | ⚕: Ok | ✋: none

Darius nods at the group's diagnosis, "Sounds like a plan. We return here tonight and we will help treat your daughter. Until then, we should have time to head to the sewers and meet this Flitch today yet?"

Later when the group is away from the innkeeper, he asks the group "I don't have the spare gold, but if we head by the marketplace, would picking up an antiplague vial help the lass? I can contribute some little gold I have."


◆ | ◆◆ |◆◆◆ | ◇ | ↺

If you either have or purchase a lesser vial of antiplague (3g) to administer to Vurna, I'll let you use its +2 item bonus as an assist on Dolan's medicine check to Treat Disease. If he's successful then Vurna will pass her check and the disease will be lessened enough for her to travel.

As I said, you've got enough time to check out another location on this day. The medicine check you can do overnight at The Rockfish Inn while you're stuck inside due to the curfew. Just let me know where you're going next.

Radiant Oath

| Speed: 20 ft| Conditions: None | Hero Points: 0/1 | | HP 20/20| AC 18 | F: +5, R: +9, W: +7 | Perception: +7 N Dwarf Rogue 1 (Thief)

I do. And a bit of help would not go amiss when treating the young lady.

Horizon Hunters

| CN Human Male Thaumaturge 1| Expl: Investigate|
Stats:
AC 18 | Class DC 17 | Perception +5 | Fortitude +6, Reflex +4, Will +5 | Speed 25 ft |
| ♥️ 17/17 | ☘️ 1/1 | ⚕: Ok | ✋: none

"Alright then. What's the plan. Head to the sewers now?" Darius rumbles.

Verdant Wheel

NG (F) halfling (hillock) Summoner 2 | HP 30/30 | AC 16 | F +8 R +6 W +8 | Perc +6 | Stealth +2 | Speed 25 | Hero 1/3 | focus 1/1 | spells 1: 2/2 | ↺◇◆ | Active Conditions: ---

"How close is the nearest place where we might buy some antiplague vials? It might be better to buy them before we get all gross from the sewers, especially since some merchants hike their prices if they think the buyer's desperate."

Illnore will buy two antiplague vials when/if we hit the market to do so. If the group prefers to go straight to the sewers, she'll go along with them.


◆ | ◆◆ |◆◆◆ | ◇ | ↺

DAY 1 - MID-AFTERNOON

Yuleg strokes his beard, listening to you debate your next course of action. He butts in: "There's a small local market, not two streets away. Vendor's stall is The Worse It Tastes The Better It Is For You. Foulest remedies this side of the Inner Sea, but I'm sure he's got something like what you're looking for." He gives you some extra directions for tracking to the sewer entrance you need. "I'll see if I can rummage up somethin' for dinner that ain't just pickled fish."

You set off into the streets, around the two bends to a small square overhung by terraced tenaments. Hanging gardens offer a greener look to this square, and provide a fresh smell that offsets the usual city odours.

It's easy to locate the aforementioned stall - there's an acrid scent that cuts through the pleasant smells - and you find some vials of antiplague that must be on the more palatable-tasting side due to their lower price.

Trekking across city once more, you fall into a stop-start routine of waiting for Emerald Guard patrols to check your documents, having to stand by while some palaquin or another takes up an entire road with its retinue, and general lack of energy from any of the local populace to get somewhere in a hurry.

Finally the sewer grate lies before you. Dolan and Yakuthiel haul it aside while Illnore and Darius keep watch. The grate is surprisingly well-oiled and moves easily. You stand around it innocently as a carriage passes by, before ducking through and into the dark, dank corridors. There are hanging gardens here, but of some kind of pernicious sewer-weed, and it isn't nearly as well-smelling as the ones you viewed so recently.

More grafitti and drawings grace the walls here, very similar in style to those at Flitch's flat, and due to the familiarity you can easily pick out the same signed name, as well as a similar looping path. This one is more convoluted, and with no landmarks to guide you will be more difficult to follow.

You'll need to pass a Survival check (Trained only) in order to locate Flitch's hideout in the sewers. Also take the opportunity to declare any exploration actions you're performing. Perception checks if you're Searching could be helpful.

Grand Archive

Human Fighter 5 | AC 23 | HP 78 | F +13, R +11, W +11 | Perception +11 | Athletics +13 | Performance +10 | Acrobatics +9 | Intimidation +8 | Crafting, Sailing Lore +7 | ◆

Yakuthiel will be searching as we are going along (with his sword at the ready).

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Radiant Oath

| Speed: 20 ft| Conditions: None | Hero Points: 0/1 | | HP 20/20| AC 18 | F: +5, R: +9, W: +7 | Perception: +7 N Dwarf Rogue 1 (Thief)

Survival: 1d20 + 5 ⇒ (6) + 5 = 11

Dolan will try to Avoid Notice, Stealth +7

Verdant Wheel

NG (F) halfling (hillock) Summoner 2 | HP 30/30 | AC 16 | F +8 R +6 W +8 | Perc +6 | Stealth +2 | Speed 25 | Hero 1/3 | focus 1/1 | spells 1: 2/2 | ↺◇◆ | Active Conditions: ---

Once they're out of sight of the opening, Illore perks up. "Oh hey! I can summon Chiselnits! Come on out, buddy!" As she summons him, a glowing sigil depicting three teardrop-shaped loops with their points meeting in the middle, evenly spaced in a triangular shape, with sharp spikes jutting outward between them from the center appears, floating over her forehead. Once Chislenits appears, she gives him a hug and says: "Let's go find Flitch!"

Staring up at the looping path, Illnore furrows her brow and tries really hard to memorize it. "Okay. Let's see..."

Survival: 1d20 + 5 ⇒ (7) + 5 = 12

Exploration Activity: Detect Magic

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