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: 2 | Xallis: 2

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

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: 3


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F NG human mesmerist 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,

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 8 | HP 76/76 | AC23** T12* FF23** | CMB+13** CMD25* | F+10 R+4 W+9 | Init+0 Per+13 SM+5 | effects: Gift of Will (implanted)

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 +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 5/7x/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 10|HP 75/75|AC23T16FF19|F9R13W11|Per11 Insp7/8 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, T 13, FF 20 | CMB 6, CMD 17 | HP 83/83| Fort +7, Ref +6, Will +9 | Init +2 | Perception +0 | Conditions:none
Eidolon stats:
AC 27, T 15, FF 25 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: none

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 10|HP 75/75|AC23T16FF19|F9R13W11|Per11 Insp7/8 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 +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 5/7x/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 10|HP 75/75|AC23T16FF19|F9R13W11|Per11 Insp7/8 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 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,

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 +26 (Charming +27)|Heal +16|Kn. Nob +17|Kn. Rel +13|SM +16|Kn. His +7|Appraise +6|Spell +5|Prof. bartender +10
Aasimar
Vitals:
HP 79/79|AC 20, T 11, FF 20|Fort +10, Ref +4, Will +12|Resist acid, cold & electricity 5|BAB +5, CMB +5, CMB 15
Cleric/10th|Perception +5|Channel Energy 5d6, 5/7x/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, T 13, FF 20 | CMB 6, CMD 17 | HP 83/83| Fort +7, Ref +6, Will +9 | Init +2 | Perception +0 | Conditions:none
Eidolon stats:
AC 27, T 15, FF 25 | CMB +13, CMD 26 |HP 60/60 | Fort +7, Ref +4, Will +5| Perception +20, darkvision 30 ft, blindsense 30 ft | Conditions: none

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 5| HP 79/79 | AC 29, T 20, FF 21 | Fort +11, Ref +15, Will +11 | Perception +22 | 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 10 | HP 93+18/93 | AC24* T13* FF23* | CMB+12 CMD25* | F+9* R+11** W+15*** (+1 vs fire, mind, negative, poison; +2 vs illusions, includes Towering Ego) | Init+8 Per+17* SM+17 | hero 0 tricks 6/9 YR 1/1 | spells 1st-6/6 2nd-5/5 3rd-4/4 4th-2/2 | effects/conditions message 10m,

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 10|HP 75/75|AC23T16FF19|F9R13W11|Per11 Insp7/8 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.

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