GM Peachbottom's War for the Crown

Game Master Peachbottom

Campaign Folder
Treasure
Persona
Inspiration & Suspicion
Zimar Map

Book 4 Maps

Hero Points:
Henrika: 2 | Icabhod: 2 | Trevor: 2 | Tychus: 1 | Xallis: 3

Inspiration Points:
Henrika: 6 | Icabhod: 6 | Trevor: 4 | Tychus: 8 | Xallis: 5

Inspiration Point Skills:
Henrika: Bluff, K. Local, Sense Motive, Stealth, Melee
Icabhod: Bluff, Disable Device, Perception, Linguistics, Sense Motive
Trevor: Diplomacy, K. Local, Sense Motive, Stealth, Melee
Tychus: K. Religion, P. Oratory,Sense Motive, Stealth, Ranged
Xallis: Diplomacy, Disable Device, K. Nobility, K. Planes, Stealth

Suspicion Points: 5


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F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 4/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, Mesmeric Mirror x2 11m, message 11m, remove fear 10m, see invisibility 110m

Henrika touches Cyricus under the table and implants her Fearsome Guise trick, disguising his appearance by making him appear to be human and slightly taller and broader. "I've magically changed your appearance to make you look less like a half-elf and more like a Taldan human," she whispers to him through her message spell. "If you can escape through the window, all is well-- but if you can't, you may be able to pretend to be one of these other identities you prepared for us."


M CG half-orc fighter 9 | HP 85/85 | AC23** T12* FF23** | CMB+14** CMD26* | F+10 R+5 W+10 | Init+0 Per+14 SM+6 | effects: none

Jack is plainly bothered by the guards' actions, and is about to respond when Cyricus hisses that they should avoid calling more attention to themselves. He looks at Henrika, who nods, and sighs and grabs the papers for Thane Boxer and Cadonia.


Male
Skills:
Diplo +27 (Charming +28)|Heal +17|Kn. Nob +18|Kn. Rel +14|SM +17|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 86/86|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/11th|Perception +5|Channel Energy 6d6, 7/7x/day (Will DC 18)
GM Peachbottom wrote:

Of the two remaining guards, one is distracted questioning patrons at another table, and the last guard roughly forces Trevor into a chair and starts questioning him. ”What’s your name and occupation? Have you seen this man?” He holds up a wanted poster with Cyricus’ likeness on it. ”Do you swear alliance to Maxillar Pythareus?”

Trevor can attempt a Bluff or Intimidate to either feint ignorance or growl off the soldier. Or he can attempt Diplomacy at a -5 penalty to try to convince the guard to overlook your presence.

Ahh! I em Toni Blindini! I am new to your country. I am a circus performer by trade!" The drunken aasimar starts to get up but quickly falls back down into his chair. "I em, how you say in Taldan, 'inbetween gigs'" Toni belched.

The Galt man squints at the likeness. "Ew. What an ugly man. Yesh. I swear fealty to Maxilliman Pythareusaurus! LONG MAY HE REIGN!"
Diplomacy: 1d20 + 26 ⇒ (16) + 26 = 42


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

Praise Maxilliman Pythareusaurus! May his Veruca always be blessed.


Navia stealthily cracks open the window and Cyricus drinks the potion of gaseous form and floats outside. You do not see any other soldiers waiting outside. It appears to be just the four soldiers you saw. The soldier questioning Trevor is satisfied by his response and then gives the rest of the group at your table just a cursory glance. He waves to the other guard. ”We received a bad tip. He’s not here. Let’s go.” The two guards knock on the door to the kitchen to summon the two in the back and the four depart.

Once the patrol leaves, you can breathe a sigh of relief. If you check the kitchen, you find the owner, Papa, badly beaten but not killed. Outside, Cyricus waits for you by his horse.

”Thank you. You just saved my life.” Cyricus offloads some supplies from the horse’s saddlebags. ”I had planned to sell you these disguise supplies, but as thanks, I’d like you to have them for free. If you need any help applying the disguises, I’d be happy to assist.”

Cyricus gives you: a disguise kit, a healer’s kit, four artisans’ outfits, an entertainer’s outfit, a noble’s outfit, and three pocketed scarves, as well as a potion of invisibility and a cloak of the hedge wizard (abjuration).

”When you enter into Zimar, you need to beware of the Temple of the Vault and Chain. The Temple of the Vault and Chain is an ultraorthodox offshoot of the main church whose members believe that Taldor is crumbling because its citizens have grown soft and free willed, too obsessed with their personal causes and social advancement to focus on recapturing the glory and purity of their once‑great nation. The sect yearns to return discipline and a strict social hierarchy to Taldan society. While somewhat popular in hypernationalistic Zimar, the cult has little sway beyond the city gates, but that may change now that its interests align with those of Maxillar Pythareus, and the templars have happily embraced him as their new emperor.”

(Hits a little too close to home with US politics.)

”I wish you luck, my friends. You won’t be seeing me again any time soon.”

In this chapter, while in Zimar, you are going to have to deal with suspicion.

Suspicion

Zimar is a city of nosy neighbors and sideways glances, where every action is viewed with suspicion—especially in the wake of Taldor’s growing civil unrest. You need to navigate the lion’s den without attracting too much attention to yourselves. Every suspicious action you take or question you ask in public raises eyebrows.

As you draw attention to yourselves, you accumulate Suspicion Points as a group. The group’s Suspicion Point total imposes a penalty on all Bluff, Diplomacy, and Disguise checks you attempt in and around Zimar as wary locals scrutinize you ever more intensely. It also grants Zimar Sentinels and Vault and Chain templars actively opposing or investigating you a bonus on initiative checks, as they become increasingly on edge and reactionary. As your aura of suspicion increases, you will also draw additional resistance, investigations, and even assassins. Your Suspicion Point total represents a general pall over the city, rather than being tied to specific identities; you maintain their Suspicion Point total even if you swap identities.

The activities listed in the table below add to your Suspicion Point total if you are public or otherwise witnessed. If relatively discreet activities are seen by only one or two witnesses, these witnesses can be captured, bluffed, bribed, or intimidated into silence before they can report your activities.

Activity…………………….Suspicion
……………………………… Points Earned

Suspicious mundane activities………..1
(suspicious questions,
disrespect toward authorities,
Imperialist sympathies)

Suspicious nonviolent………………..2
spellcasting (teleport, alter
self, illusions)

Criminal activity (break-ins,…………3
fighting in public)

Fighting guards, Sentinels,………….4
or templars (provided
anyone witnesses the attack,
survives to report the crime,
or discovers the bodies)

Violent spellcasting………………..4

Activity is witnessed by…………..+2
a guard, Sentinel, or templar

The group’s Suspicion Point total automatically decreases by 1 every week. The deflect suspicions operation can also reduce this total.

I also summarize the same thing at this link for future reference: Inspiration and Suspicion

You’ll also have three new Operations that you can perform while in Zimar: Zimar Operations

Deflect Suspicion (Charm, Genius): Your agents sow false rumors about your identity and activities. With a successful DC 15 Operation check, reduce your Suspicion Point total by 1. Reduce your Suspicion Point total by an additional 5 for every 5 points by which you exceed the DC.

Reinforce Cover (Sacrifice, Sagacity, Persistent): Your agents’ good work and sound advice help the locals trust you more readily. While this operation remains in effect, you gain a +2 bonus on Bluff and Disguise checks to maintain a false identity. You can immediately end this operation to reroll a single Bluff or Disguise check and use the new result.

Scout (Heroism, Subterfuge, Risky): You dispatch agents to examine a location for you. Attempt an Operation check with a DC equal to 8 + the highest Perception bonus of any guards or defenders; if successful, you learn of any obvious defenders and hazards. For locations with multiple rooms, determine the exact room scouted randomly.


AC 21+4, T 15, FF 18+4 | CMB 8, CMD 20 | HP 91/91| Fort +7+2, Ref +6+2, Will +9+2 | Init +6 | Perception +0 | Conditions: overland flight, extended heroism, extended barkskin
Eidolon stats:
AC 27+8, T 15, FF 25+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5| Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin

Once the group reviews their rewards, most notably the potion of invisibility, Xallis can't help but speak on Navia's behalf. "She's wondering if our friend is a master who was merely testing us, or an absolute fool. He could have drank this and saved us the melodrama. Ah well, it doesn't matter."

When they have a moment, Xallis discreetly discusses some ideas. "You know, my recent promotion granted me a carriage of remarkable speed. We could go where we want in what feels like moments! But it's a fickle thing, delicate even, with about two solid trips before you need to replace one of the damned wheels. Best saved for when we run out of wine at a rowdy party and none of us want to get accosted by thirsty drunkards, hoh hoh!"

He shrugs. "Oh well, I'm sure if we don't make much of a ruckus with the woodworking it won't bother the locals. Either way, we need to find a nice and proper place to park it to make sure we don't get lost on the way back."
Bluff to pass secret message: 1d20 + 18 ⇒ (15) + 18 = 33

Translation: "I'm strong enough to use teleportation magic now. I've got two casts per day in me. We should only use it in the case of emergencies, and we should establish a base of operations to minimize teleportation mishaps. If our trips are brief and embarked from private places, we might be able to minimize suspicion."


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

So where will we stay? Someplace that is easy to secure and private but it will need to be large enough for all of us unless we stay at separate places.


Male
Skills:
Diplo +27 (Charming +28)|Heal +17|Kn. Nob +18|Kn. Rel +14|SM +17|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 86/86|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/11th|Perception +5|Channel Energy 6d6, 7/7x/day (Will DC 18)
GM Peachbottom wrote:
”When you enter into Zimar, you need to beware of the Temple of the Vault and Chain. The Temple of the Vault and Chain is an ultraorthodox offshoot of the main church whose members believe that Taldor is crumbling because its citizens have grown soft and free willed, too obsessed with their personal causes and social advancement to focus on recapturing the glory and purity of their once‑great nation. The sect yearns to return discipline and a strict social hierarchy to Taldan society. While somewhat popular in hypernationalistic Zimar, the cult has little sway beyond the city gates, but that may change now that its interests align with those of Maxillar Pythareus, and the templars have happily embraced him as their new emperor.”

"What a wonderful environment for a circus performer from Galt to stay", Trevor, no! Toni sighed.

The aasimar then turned to the lore warden. "You can't be by my side this mission, my love! You are just too beautiful and tall to be forgotten. I want you stay in the field with my agents. We will be united soon. I promise."

The next two minutes was Malphene protesting and Toni explaining his point. Utimately, sad and scared for her husband, Malphene agreed. "You better send messages often!" The towering Dame pouted.

"I'll make sure to lace them with all the terms I'm going to inflict on you when this is over", Toni winked.

Toni takes any time to himself to work on his new identity.


Navia wrote:
"She's wondering if our friend is a master who was merely testing us, or an absolute fool. He could have drank this and saved us the melodrama. Ah well, it doesn't matter."

Cyricus had his magic items on his horse. He didn't have them on his person in the inn.

Xallis wrote:
Translation: "I'm strong enough to use teleportation magic now. I've got two casts per day in me. We should only use it in the case of emergencies, and we should establish a base of operations to minimize teleportation mishaps. If our trips are brief and embarked from private places, we might be able to minimize suspicion."

If you mention teleportation around Cyricus before he leaves, he'll say:

“They’ve got hundreds of guards on the walls. You have to play it cool. Besides, guards within the city might also check your papers, and so you’re going to need them no matter how you enter the city. Maybe once you know a quiet corner or two inside the walls it’d be safe to teleport in and out, but nothing looks more suspicious than a bunch of well‑armed outsiders appearing in a puff of smoke.”

I'll have another post about arriving at the city up a little later today.


It doesn’t take long to get from Panemona to Zimar.

Zimar Map

You sneak back onto the Zimar Highway and you arrive at Zimar’s north gate called Abadar’s Gate. The gate's stone frame is decorated with cavalry soldiers bearing oversized religious icons.

The outer gate at the gatehouse is a large wooden double door that can be barred from the inside. At each end of the gateway is a strong iron portcullis, which can be raised using a winch inside the gatehouse. During the day, the doors are left open; they’re closed at sunset until the morning. There are many murder holes in the ceiling, allowing guards inside the gatehouse to fire on attackers. Both gates are closed from sunset to sunrise, and only military units can pass during that time. At night, continual flame spells illuminate the parapets atop the walls.

Four Zimar Sentinels inspect visitors’ papers and are overseen by an inquisitor serving the Vault and Chain sect of the church of Abadar.

The templar is distracted by paperwork when you arrive, leaving only the Sentinels to inspect your identification papers.

After viewing one of your documents, a Sentinel checks that you looks like the person described in the papers. The Sentinel also looks for any obvious contraband or unusual possessions, like obvious magic items or weapons.

If two or more of you approach the gates at the same time, the guards ask if you are traveling together.

Knowledge (Geography or Local) DC 15:
Because of Zimar’s somewhat conservative gender roles, if a woman is traveling with a man of similar social class, those characters gain a +2 circumstance bonus on their Disguise checks, as the soldiers pay less attention. The same applies to a child traveling with an adult.

Each of you has to make a Disguise check DC 20. Add any modifiers from disguise self, disguise kits, or whatever else you were using.

If you succeed at your Disguise check:
The guard waves you through.

If you fail by more than 5:
The guard tries to arrest her immediately.

If you fail the check by 5 or less, or if you act suspiciously or carries unusual goods for your cover identity (like a healer carrying heavy weapons):
The guard insists you answer the following questions:

“What’s the purpose of your travel?”
Make a Bluff check or appropriate Profession check to improvise a believable excuse.

“Are you carrying magic items or illegal or dangerous goods?”
If your obviously magical items are hidden and you answers “no,” the soldier doesn’t inquire further. If you look suspiciously well equipped, the soldier asks the Vault and Chain templar to use detect magic to confirm any suspicions.

Lastly, if any of your appearances exhibits any aspects of Qadiran culture, or if you wear Sarenite symbols, are not human or half‑elven, or otherwise looks pro‑Loyalist, the guards also ask the following question. “What is a citizen’s highest calling?”

Knowledge (Geography or Local) DC 15:
You remember that in Zimar, defending Zimar and the border are a citizen’s highest calling. Any other patriotic or pro‑Imperialist answer will also suffice.


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

Know Local Inspiration: 1d20 + 15 + 1d8 ⇒ (2) + 15 + (5) = 22

Icabhod relays the information about Gender roles. So having us travel in appropriate pairs would be helpful.

Disguising oneself is a skill that Icabhod is lacking in, so he resorts to using his extracts to change his appearance.
Disguise Self lasts for 100 minutes and gives +10 to Disguise Skill

He will also leave his drugs and poisons back at home.

Disguise Self, Inspiration: 1d20 + 10 + 1d8 ⇒ (20) + 10 + (4) = 34


F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 4/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, Mesmeric Mirror x2 11m, message 11m, remove fear 10m, see invisibility 110m

Henrika and Jack travel together, with Jack acting as if he is Henrika's porter and bodyguard. She uses her Fearsome Guise trick on the two of them, to give their disguises more verisimilitude (she can implant the trick in one additional ally, if anyone needs it), and applies makeup, wig, and skin putty from the disguise kit to further mask Jack's features.

Henrika whispers to the others as they approach, responding to Icabhod's suggestion. "Perhaps Tychus would be willing to pretend to be my husband, or at least my traveling companion? Jack's cover identity is a porter, so I do not believe that they would consider the two of us to be members of the same social class. They might believe that he is our servant, however. I also suggest we put most of our martial equipment in bags for Jack to carry. If questioned, we can say it is stock for my business, as I am pretending to be a merchant."

Henrika approaches the gate walking slightly behind Tychus, laughing deferentially as if he said something funny. She lets Tychus give the guards both her papers and Jack's, but she speaks up as he does so. "I am Cadonia, lately of Lionsguard, but originally from Demgazi. Are any of you fine soldiers in need of weapons and armor? We've come to aid your efforts with my reasonably-priced wares, and support the High Strategos in his attempt to restore Taldan's glory. You there! Boxer! Keep up with your masters, and do not bother those other travelers."

Henrika's Disguise (DC 20), Fearsome Guise, married bonus: 1d20 + 8 + 10 + 2 ⇒ (17) + 8 + 10 + 2 = 37

Jack shuffles behind Henrika and Tychus, trying his best to look sullen and meek. He bows and rushes forward when Henrika calls him.

Jack's Disguise (DC 20), disguise kit, Fearsome Guise: 1d20 - 1 + 2 + 10 ⇒ (14) - 1 + 2 + 10 = 25


Male
Skills:
Diplo +27 (Charming +28)|Heal +17|Kn. Nob +18|Kn. Rel +14|SM +17|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 86/86|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/11th|Perception +5|Channel Energy 6d6, 7/7x/day (Will DC 18)

Disguise (with disguise kit): 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 WHEW!!!

Toni Blindini quietly passes through the gate.


AC 21+4, T 15, FF 18+4 | CMB 8, CMD 20 | HP 91/91| Fort +7+2, Ref +6+2, Will +9+2 | Init +6 | Perception +0 | Conditions: overland flight, extended heroism, extended barkskin
Eidolon stats:
AC 27+8, T 15, FF 25+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5| Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin

Xallis will leave most of his scrolls and wands in a backpack with Navia. She will also be wearing his Ioun Stone for obvious reasons. And the relic banner is a bit of a dead giveaway, so that stays with the underlings.

The summoner straightens his collar as he approaches the guards by his lonesome. He's dresses himself before, but never as another person. He only hopes that a confidant step will be enough to do the heavy lifting. Considering his profession as a mercenary, he hopes that a dagger at his side and an unloaed crossbow hanging across his back won't call too much attention.

"I am Procleto Porcinus. Traveling sellsword. My papers should be in order."
Disguise (city penalty, disguise kit, age): 1d20 + 5 + 2 - 2 - 2 ⇒ (9) + 5 + 2 - 2 - 2 = 12
Unsurprising Hero Point: 1d20 + 5 + 2 - 2 - 2 ⇒ (1) + 5 + 2 - 2 - 2 = 4
Spicy!

Navia maintains a position in the sky by around 80 feet, relying on distance to make her reflective skin harder to see in the sky.
Stealth (hellcat stealth): 1d20 + 29 - 10 ⇒ (15) + 29 - 10 = 34


LN Human Bolt Ace 5/Sanctified Slayer 6| HP 80/86 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +23 | Grit: 5/5

Local: 1d20 + 7 ⇒ (9) + 7 = 16
Local: 1d20 + 7 ⇒ (18) + 7 = 25

Henrika Karthis wrote:

Henrika whispers to the others as they approach, responding to Icabhod's suggestion. "Perhaps Tychus would be willing to pretend to be my husband, or at least my traveling companion? Jack's cover identity is a porter, so I do not believe that they would consider the two of us to be members of the same social class. They might believe that he is our servant, however. I also suggest we put most of our martial equipment in bags for Jack to carry. If questioned, we can say it is stock for my business, as I am pretending to be a merchant."

"It would be my honor, Lady Karthis."

Henrika Karthis wrote:

Henrika approaches the gate walking slightly behind Tychus, laughing deferentially as if he said something funny. She lets Tychus give the guards both her papers and Jack's, but she speaks up as he does so. "I am Cadonia, lately of Lionsguard, but originally from Demgazi. Are any of you fine soldiers in need of weapons and armor? We've come to aid your efforts with my reasonably-priced wares, and support the High Strategos in his attempt to restore Taldan's glory. You there! Boxer! Keep up with your masters, and do not bother those other travelers."

After handing the Sentinel their papers, Tychus does his best to portray himself as a stoic knight standing happily side-by-side with his wife. Internally he is sweating, more than glad that Henrika took the initiative with the talking portion.

DC 20 Disguise (Fearsome Guise): 1d20 + 12 ⇒ (9) + 12 = 21

From my understanding, Fearsome Guise should work to hide my magical items from visual scrutiny?


Surprising everyone, Icabhod creates a masterful disguise and easily passes through the gate. Henrika and Jack are also waved through. When Trevor gets to the head of the line, the guard scrutinizes his paperwork for an uncomfortable silent minute but ultimately lets him pass.

However, when it is Xallis’ turn, he completely fails at his deception. ”You’re looking excessively sweaty, Mr. Porcinus. And those hands look way too dainty to be a sellswords’. I’m betting your name isn’t Procleto at all, am I right?” The guard calls out. ”We’ve got a Loyalist spy here! Arrest him!” Two other soldiers move to flank Xallis and roughly throw him to the ground. One knees on his neck while another roughly manacles his hands behind his back. The soldiers throw in a few punches to the back of the head before lifting him to his feet and begin marching him off. The original guard says, ”We’ll let a judge sort it out. Next!”

Navia remains completely hidden, as the soldiers cannot beat her Stealth with their Perception.

Your Suspicion Points increase by 3.

Tychus needs some help, so he’ll take Henrika’s other Fearsome Guise trick.

Tychus Disguise: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23

Tychus snuck a post in while I was working on mine. I'll just cross this out rather than mess up all my other rolls.

After seeing what happened with Xallis, Tychus hopes his disguise holds up because he knows he isn’t going to good of bluffing if it comes to questions. Fortunately, it does, and Tychus slips through.

I’ll handwave the other cohorts. It’s not a big deal.

You could fight the guards at the gate, but you know even if you succeed, Zimar will be on high alert afterwards, which could be bad for you too. It might be better to rescue Xallis from jail.

I’m not going to make it too hard to rescue Xallis. We can do a Persona Phase once you get settled and you can rescue Xallis with a Recover Agents Operation. But Xallis won’t be able to participate in the Persona Phase because he will be in jail.

Once the rest of you all pass through the gate, a Sentinel comes running after Henrika and flags her down. For a second, Henrika thinks her disguise wasn’t as successful as she thought. But then the Sentinel says, “You’ve neglected to pay your storage fees, and you’ll need to pay a fine and move your wagon elsewhere!”

The Sentinel collects 150 gold from Henrika and she unexpectedly finds herself standing in front of a well-built cart with a canvas covering strapped over it.

It contains a large tent, a crate of rations, a barrel of water, and two locked chests.

Icabhod Disable Device: 1d20 + 15 ⇒ (12) + 15 = 27

Once you find a safe alley to wheel the cart into, Icabhod breaks out his tools and unlocks the chests. One chest holds several changes of clothing and grooming supplies, but the other contains five bolts of silk (10 gp each), a platinum ibex with ruby‑chip eyes (800 gp), and a number of magical items.
Icabhod identifies the value of the silk and ibex without needing to roll. But with Xallis imprisoned, you’ll need to rely on your other characters with Spellcraft: Malphene +7, Trevor +5, and Tychus +5.

The magic items include three identical potions, a medallion carved with an image of a poisoned dagger, a candle bearing the holy symbol of Cayden Cailean, a short spear wrapped in a scorched bolt of silk, and a strand of prayer beads.

Icabhod can also identify the potions with his Craft Alchemy as three potions of gaseous form.

Medallion DC 18
Malphene: 1d20 + 7 ⇒ (1) + 7 = 8
Trevor: 1d20 + 5 ⇒ (1) + 5 = 6
Tychus: 1d20 + 5 ⇒ (6) + 5 = 11

Candle DC 32 – Can’t Identify

Short Spear DC 22
Malphene: 1d20 + 7 ⇒ (15) + 7 = 22
Trevor: 1d20 + 5 ⇒ (14) + 5 = 19
Tychus: 1d20 + 5 ⇒ (1) + 5 = 6

Prayer Beads DC 20
Malphene: 1d20 + 7 ⇒ (13) + 7 = 20
Trevor: 1d20 + 5 ⇒ (19) + 5 = 24
Tychus: 1d20 + 5 ⇒ (4) + 5 = 9

You manage to identify the short spear as a +1 holy short spear and the prayer beads as a strand of lesser prayer beads. Maybe when you get Xallis back, he can look at the medallion and candle.

What you do with the wagon itself is up to you.

While in Zimar, you are on their own. Your task is to investigate Maxillar Pythareus’s conspiracy and seek evidence against him to expose his treachery. Initially, your only clue is the location of the last Lion Blade safe house in the Adobe District, which wasn’t compromised during raids organized by Maxillar Pythareus called Sunrise Spice Importers.

However, before you begin your investigation, you shouldn’t leave an ally behind. While you may want to find a secure location to set up base, for now you head to the first inn you come across.

Random tavern name generator, go!

The road through Abadar’s Gate passes through a neighborhood called Rumside where most of Zimar’s working-class pubs and bars are located. As beer, rum, and other cheap drinks are popular in this part of town, anyone with more than a few coins to spend on drink usually goes elsewhere. Rowdy entertainment, such as boxing matches and gambling, are also available in Rumside. Here you find an inn called The Imperfect Pumpkin and rent some rooms.

We’ll pause for a moment for a Persona Phase until Xallis is rescued. Only one person needs to succeed on the Operation to recover Xallis, so anyone who isn’t doing that Operation can choose something else. Some of the other Zimar Operations could potentially be useful as well.


F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 4/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, Mesmeric Mirror x2 11m, message 11m, remove fear 10m, see invisibility 110m

Henrika is a Master of Operations, so she can perform two operations as long as one of them is associated with Charm or Heroism. She will attempt to coordinate a rescue for Xallis, and she will also send scouts to Sunrise Spice Importers to make sure that their intelligence is correct and it has not been compromised.

Scout Sunrise Spice Importers (Heroism), 10 agents: 1d20 + 10 ⇒ (14) + 10 = 24
Recover Agents (Heroism, DC 10), 10 agents: 1d20 + 10 ⇒ (11) + 10 = 21


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

Oh dear oh dear. Icabhod mutters after they get to a safe place. This has gone all mammary up. These gifts that we have most generously gotten can be a great help for us. Having someone float inside where Xallis is and giving him a potion so he can escape is a solid idea.


Okay, I guess no one else wants to participate in this Persona Phase. It is still going to count as one of the ones you get this chapter though.

Persona Phase

Henrika’s agents successfully extract Xallis from the prison. Although ultraorthodox, the city’s government still adheres to a strict legal process. Xallis is held in a very lightly guarded cell awaiting a trial to determine his sentence. And agent slips a potion of gaseous form through a barred window. Xallis drinks the potion and floats to freedom. The next day, a search party is organized to find the escaped prisoner, but it comes up empty. The city’s suspicion is low enough that they give up the pursuit after that.

Henrika’s agents also succeed at scouting out the Sunrise Spice Importers and report back that the building is abandoned. They saw no sign of danger.

Kuthona 14, 4718 (Fireday) (Zimar, Taldor)

Once Xallis is recovered, the next day you head to the Sunrise Spice Importers to investigate the safe house yourselves.

Sunrise Spice Importers warehouse is located in the Adobe District and Kathann mentioned it was the best place to connect with a potential survivor of Zimar’s recent purge of Lion Blades.

The large interior is left mostly empty in the off season, with only a few barrels of ancient peppercorns and allspice berries lying under a layer of dust in one corner and a stack of large supply crates in another, as well as a disused office filled with mundane ledgers and a calendar marking the owners’ return from their trading expedition in 4 months.

Perception Rolls:

Henrika: 1d20 + 17 ⇒ (12) + 17 = 29
Icabhod: 1d20 + 11 ⇒ (14) + 11 = 25
Trevor: 1d20 + 5 ⇒ (10) + 5 = 15
Tychus: 1d20 + 22 ⇒ (1) + 22 = 23
Xallis: 1d20 + 0 ⇒ (8) + 0 = 8
Navia: 1d20 + 18 ⇒ (5) + 18 = 23

While searching the supply crates, Henrika and Icabhod discover that a few of the crates each contain a bedroll, rations, water, maps, and a few changes of clothes rather than goods. These are simple hiding places for compromised agents, where they can lie low or wait until dark before fleeing the city. Because there has been little political trouble in Zimar until lately, only one has ever been used, and that one disheveled unit has obviously not been used for at least several days.

You also find a small, wax‑sealed cask next to the supply crates contains dried dates, beef jerky, and other food items. In a pouch inside the crate are a potion of vanish and three potions of misdirection, which Icahbod easily identifies.

When you finish searching all the rooms in the warehouse, you notice someone has slipped a note under one of the exterior doors: “If you and K are friends, meet me at her favorite place in two hours. —G.”

Oh, when you recovered Xallis, he could take 20 in the inn to identify the two other magic items you found in the wagon. They are an aegis of recovery and a candle of invocation (CG Alignment).


LN Human Bolt Ace 5/Sanctified Slayer 6| HP 80/86 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +23 | Grit: 5/5

Persona Phase

Once inside the city, Tychus tasks his agents with reinforcing his and Henrika's cover as a couple from Lionsguard.

Reinforce Cover Operation. Looks like there is no roll involved?


It does have a roll involved but it is a little hidden.

Reinforce Cover (Sacrifice, Sagacity, Persistent): Your agents’ good work and sound advice help the locals trust you more readily. While this operation remains in effect, you gain a +2 bonus on Bluff and Disguise checks to maintain a false identity. You can immediately end this operation to reroll a single Bluff or Disguise check and use the new result.

Persistent Operations: While most operations conclude at the end of a persona phase, persistent operations begin the first time the PC succeeds at the DC 17 Operation check for that operation and continue until the PC calls back her agents. A PC can maintain only one type of persistent operation at a time, and she must send at least five agents; these agents are not available for other operations until the persistent operation ends. Persistent operations must generally be focused on one location (at the GM’s discretion, though generally limited to one town or a large neighborhood in a city); a PC can maintain the same persistent operation in as many locations as she has enough agents to support.

Persistent Operations are always DC 17 unless otherwise specified.

You Sagacity Rank is highest at +7, so you can assign 7 agents and roll 1d20+7.

Tychus Operations Roll DC 17: 1d20 + 7 ⇒ (19) + 7 = 26

You pass. Tychus gains the benefit of this Operation for as long as those agents are assigned to it. Or as the Operation specifies, it can be dismissed for a free reroll on a Bluff or Disguise check.


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

Icabhod knows that some suspicion has been directed in their direction due to the arrest and jailbreak. Th amont is low and pursuit stopped but it is still a good idea to nip things in the bud. So he directs his agents to spread the word thar everything is fine, the city is strong and secure, there is no war in East Taldor and so on.

Deflect suspicion 5 agents, Dc 15: 1d20 + 5 ⇒ (10) + 5 = 15


Icabhod's agents are good at their job and they calm the public's mild unease.

The party's Suspicion value decreased by 1, from 3 to 2.


Male
Skills:
Diplo +27 (Charming +28)|Heal +17|Kn. Nob +18|Kn. Rel +14|SM +17|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 86/86|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/11th|Perception +5|Channel Energy 6d6, 7/7x/day (Will DC 18)

Persona Phase
Toni Blindini tells his agents to spread rumors the Galt circus performer is down on his luck, and is desperate for some work, even if it's not entertaining others.

Deflect Suspicion (Charm): 1d20 + 26 + 4 ⇒ (8) + 26 + 4 = 38


AC 13, T 13, FF 10 | CMB 8, CMD 21 | HP 51/51| Fort +7, Ref +5, Will +5 | Init +3 | Perception -1 | Conditions:none

Persona Phase

Bartelby Lotheed lets out an impatient sigh as he taps his foot, arms folded. He looks out on the teeming masses going through the checkpoint into Zimar with mounting annoyance. "Sir Xallis should have contacted us by now."

The magus is interrupted by a box being shoved against his leg. He looks down to see a halfling in a merchant's attire of gray with blue trim. "If the boss is out, he's out for good reason," says the merchant, passing him the box. "So until he sends you on one of those special little errands, you're one of my crew. And my crew works."

The halfling cuts him off before he can mount a response. "Yeah, I see you seething up like you're about to call me some fancy word for 'ingrate' and try to boss me around. Well, forget about it. My cousin's cousin worked for your estate, and I know how you be treatin' the little folk. Be lucky I don't have you in a funny costume gettin' laughed at for the boys' entertainment. Best thank the Livaras that they're more forgiving than I am."

"Now get movin' with the merchandise. We got a whole caravan's worth of inventory to run. Last thing the boss needs is some funny business turnin' his diplomatic trip into a prison sentence."

No rolls for me!


Trevor reduces the rest of your Suspicion down to zero.

Now what do you want to do with the note you found?


Male
Skills:
Diplo +27 (Charming +28)|Heal +17|Kn. Nob +18|Kn. Rel +14|SM +17|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 86/86|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/11th|Perception +5|Channel Energy 6d6, 7/7x/day (Will DC 18)
GM Peachbottom wrote:
When you finish searching all the rooms in the warehouse, you notice someone has slipped a note under one of the exterior doors: “If you and K are friends, meet me at her favorite place in two hours. —G.”

"What do you make of it?" Toni asked with his thick Galt accent.


F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 4/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, Mesmeric Mirror x2 11m, message 11m, remove fear 10m, see invisibility 110m

"Who is K—? Could this refer to Kathann?" Henrika asks, as Trevor looks at the note.


LN Human Bolt Ace 5/Sanctified Slayer 6| HP 80/86 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +23 | Grit: 5/5
Henrika Karthis wrote:
"Who is K—? Could this refer to Kathann?" Henrika asks, as Trevor looks at the note.

Tychus rubs his chin and looks the paper over several times, flipping it around to check for any hidden messages.

"That's certainly a good guess. We could always use the Wand of Sending she gave us to check in with her and ask. We have no idea what "her favorite place" is."


You use your wand of sending to contact Kathann.

Kathann replies, "Your intuition is good. G is likely Gannaius. The location is probably Honey Kunefe, a confection shop we used many times as a meeting place."

(Gannaius is the missing Lion Blade Kathann sent you to find.)


AC 21+4, T 15, FF 18+4 | CMB 8, CMD 20 | HP 91/91| Fort +7+2, Ref +6+2, Will +9+2 | Init +6 | Perception +0 | Conditions: overland flight, extended heroism, extended barkskin
Eidolon stats:
AC 27+8, T 15, FF 25+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5| Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin

Now that Xallis is free, and the team is in a private enough place to cast sending, he'll be casting his daily mage armor on Navia and overland flight on himself.

"Well, we have ourselves a place to be and a time to be there. Hopefully we can get there without any..." he clears this throat, "incidents. If it's all the same, I think I'd like that magical wig we've been keeping. Unless someone else would like to lay claim to it."

He lets out a sigh. "I'm glad your people were able to quiet down the local authorities. That should make my identity less of a liability for our group."


Honey Kunefe is easy enough to find. This small coffeehouse and sweet shop is completely ordinary; nothing distinguishes it from the many similar shops in every neighborhood across the city. It is precisely this anonymity that has made it popular with several Lion Blades. The interior is small but cozy and warm.

Inside, you see only a single occupant, a dark-haired man with striking green eyes who matches the description of Gannaius that Kathann gave you. He is wearing a casual button shirt and is updating a portfolio and preparing a large pot of coffee when you arrive.

When he sees you enter, he nervously asks, ”Were you followed?” Satisfied that you weren’t, he then closes his portfolio and says, ”Please take a seat.” He pours coffee for everyone, himself included. He sits down with you and takes a sip of the coffee.

Then he starts asking questions. ”You must be the friends who were searching around in the Sunrise Spice Importers. Please forgive the secrecy but I need remain hidden. Who are you? What are you doing in Zimar? What is Princess Eutropia’s involvement in this?”

Perception DC 20:
You notice a fine falcata under Gannaius’s coat—an unusually flashy weapon for a slight and reclusive spy.


F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 4/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, Mesmeric Mirror x2 11m, message 11m, remove fear 10m, see invisibility 110m

Henrika maintains her mesmerist disguise as well as those of Jack and Tychus. She casts heightened awareness on herself before the meeting.

Perception, heightened awareness: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28


LN Human Bolt Ace 5/Sanctified Slayer 6| HP 80/86 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +23 | Grit: 5/5

Perception: 1d20 + 24 ⇒ (13) + 24 = 37

Tychus will also have Heightened Awareness up.

Tychus nonchalantly nods towards the man's concealed weapon.

"Expecting company?"


AC 21+4, T 15, FF 18+4 | CMB 8, CMD 20 | HP 91/91| Fort +7+2, Ref +6+2, Will +9+2 | Init +6 | Perception +0 | Conditions: overland flight, extended heroism, extended barkskin
Eidolon stats:
AC 27+8, T 15, FF 25+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5| Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin

As the party enters the building, Navia attempts to slip in undetected. Through a discreet entrance if possible, or through the front door behind her summoner if need be.
Navia's stealth: 1d20 + 29 ⇒ (19) + 29 = 48
-10 stealth if she has to use Hellcat Stealth
Navia's perception (blindsense 30 ft.): 1d20 + 20 ⇒ (5) + 20 = 25

Sir Xallis prepares to take a seat when he gets a mental message from Navia. The knight pauses and considers what he just heard, then he narrows his eyes. "We never mentioned Princess Eutropia."

Navia's certainly going to Sense Motive his response. Not sure if it should be a GM secret roll, so her bonus is +20.


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

Icabhod rolls his eyes at the sudden but inevitable betrayal.


Male
Skills:
Diplo +27 (Charming +28)|Heal +17|Kn. Nob +18|Kn. Rel +14|SM +17|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 86/86|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/11th|Perception +5|Channel Energy 6d6, 7/7x/day (Will DC 18)

Toni readies a hold person spell, depending on what is said next.


F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 4/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, Mesmeric Mirror x2 11m, message 11m, remove fear 10m, see invisibility 110m

Henrika flinches inwardly as she sees this meeting could go south, but she remains placid on the outside, merely fixing him with her gaze and raising an eyebrow to see how Gannaius will answer.

(The rules say that when she targets someone with her hypnotic stare, they immediately forget about it unless she wants them to know, so this just penalizes his Will saves without making him aware that she is doing so.)


GM Rolls:

Honeyed Words: 1d20 + 22 ⇒ (11) + 22 = 33
Honeyed Words: 1d20 + 22 ⇒ (7) + 22 = 29
Henrika Sense Motive: 1d20 + 17 ⇒ (15) + 17 = 32
Icabhod Sense Motive: 1d20 + 13 ⇒ (11) + 13 = 24
Trevor Sense Motive: 1d20 + 16 ⇒ (20) + 16 = 36
Tychus Sense Motive: 1d20 + 18 ⇒ (4) + 18 = 22
Navia Sense Motive: 1d20 + 20 ⇒ (11) + 20 = 31

Tychus wrote:
"Expecting company?"

”Only you. Oh, are you eying my piece?” Gannaius opens his coat so you can see his falcata better. ”It’s just a trophy I picked up. But I can see you are also well armed. If you come in peace, none of us will need to draw our weapons.”

Xallis wrote:
"We never mentioned Princess Eutropia."

”Forgive me for making that assumption. Would you be so kind as to tell me who are you with then?”

”Please sit and share some coffee with me. I expect we both have information to share.”

Only Trevor senses some falsehood in Gannaius’ response.

Gannaius does not seem to spot Navia and Navia does not detect anyone else in the building except your group and him.

Henrika wrote:
(The rules say that when she targets someone with her hypnotic stare, they immediately forget about it unless she wants them to know, so this just penalizes his Will saves without making him aware that she is doing so.)

Okay


Male
Skills:
Diplo +27 (Charming +28)|Heal +17|Kn. Nob +18|Kn. Rel +14|SM +17|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +11
Aasimar
Vitals:
HP 86/86|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/11th|Perception +5|Channel Energy 6d6, 7/7x/day (Will DC 18)

Toni stands up and looks at his fellow tablemates. "We should go."


LN Human Bolt Ace 5/Sanctified Slayer 6| HP 80/86 | AC 29, T 20, FF 21 | Fort +12, Ref +16, Will +12 | Perception +23 | Grit: 5/5

Tychus places a gentle, but firm, hand on """Toni"""'s shoulder.

"Let's not be too hasty here. Let's at least figure out what is going on first."


"Going so soon? But you only just arrived."


F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 4/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, Mesmeric Mirror x2 11m, message 11m, remove fear 10m, see invisibility 110m

Henrika frowns. "Why did you invite us here? It seems you have questions, but they are not the sort that I would have expected you to ask. Are you in danger? Perhaps you need to leave the city? Is this some elaborate roundabout way of asking for our help?"


M CG half-orc fighter 9 | HP 85/85 | AC23** T12* FF23** | CMB+14** CMD26* | F+10 R+5 W+10 | Init+0 Per+14 SM+6 | effects: none

Jack mutters "I'll make sure we're alone here," and heads towards one of the other visible exits.


AC 21+4, T 15, FF 18+4 | CMB 8, CMD 20 | HP 91/91| Fort +7+2, Ref +6+2, Will +9+2 | Init +6 | Perception +0 | Conditions: overland flight, extended heroism, extended barkskin
Eidolon stats:
AC 27+8, T 15, FF 25+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5| Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin

Xallis considers Trevor's warning. But trap or no, this is still their best lead. And considering that Gannaius went from concealing his weapon to calling it a trophy, the summoner is beginning to assume it may very well be.

Gannaius wrote:

”Forgive me for making that assumption. Would you be so kind as to tell me who are you with then?”

”Please sit and share some coffee with me. I expect we both have information to share.”

Xallis retrieves the cipher given to him by the Lion's Blades and places it on the table, fingers still holding on. "Read this. It should explain everything."


Henrika wrote:
"Why did you invite us here? It seems you have questions, but they are not the sort that I would have expected you to ask. Are you in danger? Perhaps you need to leave the city? Is this some elaborate roundabout way of asking for our help?"

”Coffee first. Then questions.”

Xallis wrote:
"Read this. It should explain everything."

Gannaius’ eyes noticeable twinkle when given the cipher. ”Ah, this explains everything. Tell me, do you know if any other Lion Blades survived the purge? I need to find them, quickly.”

Jack wrote:
"I'll make sure we're alone here,"

Gannaius gets visibly angry. ”No, you won’t! I am getting frustrated by your lack of manners. I understand your caution, but I assure you, this place is secure.”


Human Investigator 11|HP 82/82|AC23T16FF19|F9R13W11|Per11 Insp10/11 Hero pt 1/3

Icabhod examines his coffee carefully
know nature,inspiration: 1d20 + 3 + 1d8 ⇒ (9) + 3 + (4) = 16


F NG human mesmerist 11 | HP 102+16/102 | AC24* T13* FF23* | CMB+13 CMD26* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+18* SM+18 | hero 2 tricks 4/9 YR 1/1 | spells 1st-3/6 2nd-3/5 3rd-3/5 4th-2/3 | effects/conditions false life 11h, freedom of movement 110m, glibness 110m, heightened awareness 110m, heroism 110m, Mesmeric Mirror x2 11m, message 11m, remove fear 10m, see invisibility 110m

Jack looks to Henrika, his eyes narrowed suspiciously. Henrika looks back with a similar expression, and whispers through her message spell, "He definitely does not want us checking if he is indeed alone." (I think Gannaius can hear her with a DC 25 Perception check.)

Out loud, she says "You will forgive me if I do not believe you. Something about this meeting seems off, and your reactions only heighten my suspicions. I think you had better enjoy your coffee here while we check the area. Do not attempt to stop us if you wish to convince us you are trustworthy." She draws her sword, and Jack follows suit a moment later. They both wait to see what Gannaius will do before Jack continues towards the exit that caused their contact to become so angry.


AC 21+4, T 15, FF 18+4 | CMB 8, CMD 20 | HP 91/91| Fort +7+2, Ref +6+2, Will +9+2 | Init +6 | Perception +0 | Conditions: overland flight, extended heroism, extended barkskin
Eidolon stats:
AC 27+8, T 15, FF 25+8 | CMB +14, CMD 27 |HP 67/67 | Fort +7, Ref +4, Will +5| Perception +21, darkvision 30 ft, blindsense 30 ft | Conditions: mage armor, barkskin

The summoner does what he can to smooth over the situation while he still has a moment. "You'll have to excuse my associates. Considering our affiliations, we had to enter this city discreetly, and the local authorities have done much to put us on edge."

Diplomacy: 1d20 + 23 ⇒ (5) + 23 = 28

"I am afraid to say that besides 'K,' who barely escaped, there are no other members who have made any sort of contact. We were hoping to... well, I'm sure the cypher already explains why we're here."

The summoner places the message back into his bags. Meanwhile, Navia remains hidden, keeping watch from the shadows.


Icabhod examines his coffee. He does detect a faint sign of tampering but can’t identify what it is.

Henrika wrote:
"You will forgive me if I do not believe you. Something about this meeting seems off, and your reactions only heighten my suspicions. I think you had better enjoy your coffee here while we check the area. Do not attempt to stop us if you wish to convince us you are trustworthy.

Gannaius lets out a frustrated sigh and shrugs. He lets you leave the table and look around.

Xallis wrote:
"I am afraid to say that besides 'K,' who barely escaped, there are no other members who have made any sort of contact. We were hoping to... well, I'm sure the cypher already explains why we're here."

Gannaius replies. ”I don’t believe you. There must be other agents still in the city…But if you don’t know, I suppose there is nothing else to learn from you.”

Around the same time, Henrika and Jack look in the kitchen behind where the group is sitting and spot a halfling couple, Honey Kunefe’s owners, lying dead, hastily concealed beneath old flour sacks.

With a feral growl, Gannaius stands with enough force to send his chair scattering behind him. He draws his falcata and the blade ignites with dancing flames.

Initiative:

Henrika: 1d20 + 8 ⇒ (1) + 8 = 9
Icabhod: 1d20 + 6 ⇒ (5) + 6 = 11
Trevor: 1d20 ⇒ 1
Tychus: 1d20 + 12 ⇒ (14) + 12 = 26
Xallis: 1d20 + 2 ⇒ (5) + 2 = 7
Falchion Jack: 1d20 ⇒ 5
Malphene: 1d20 ⇒ 17
Gannaius: 1d20 + 7 ⇒ (10) + 7 = 17

Low rolls. You needed that coffee to act faster. =P

Round 1
Initiative

26 – Tychus (97/79 hp)
17 – Gannaius
17 – Malphene (84/66 hp)
11 – Icabhod (93/75 hp)
09 – Henrika (111/93 hp)
07 – Xallis (101/83 hp)
07 – Navia (78/60 hp)
05 – Jack (94/76 hp)
01 – Trevor (97/79 hp)

Active Spells/Effects
Henrika:Blessing of Cayden Cailean (18 hp, 25 days), ▲Heightened Awareness (95 min), ▲Message (5 min)
Icabhod:Blessing of Cayden Cailean (18 hp, 25 days)
Trevor:Blessing of Cayden Cailean (18 hp, 25 days)
Tychus:Blessing of Cayden Cailean (18 hp, 25 days), ▲Heightened Awareness (95 min), ▲Dignity’s Barb (Crit 12, 19, 20)
Xallis:Blessing of Cayden Cailean (18 hp, 25 days), ▲Overland Flight (10 hr)
Navia:Blessing of Cayden Cailean (18 hp, 25 days), ▲Mage Armor (10 hr)
Jack:Blessing of Cayden Cailean (18 hp, 25 days)
Malphene:Blessing of Cayden Cailean (18 hp, 25 days)
Gannaius:Hypnotic Stare (-3 Will)

Blessing of Cayden Cailean:
Each character gains 18 temporary hit points and a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 1 month or until the temporary hit points are lost, whichever comes first. (25 days remaining)

Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet.

New map: Honey Kunefe Map

Only Tychus goes first.

I don’t think the bonus from Heightened Awareness would change the turn order this time.

Xallis can put Navia hiding wherever he wants on the map as long as it’s not right on top of Gannius.

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