[GD5] GM Lari's Serpents Rise (Core) (Inactive)

Game Master Dhenn

Grand Lodge Campus Map

Sky Key Chamber

Tapestry Chamber

Skyreach Vaults: Core


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Silver Crusade

Feel Free to Dot in.


Quonx, Skittermander Mechanic 2 | | SP 8/12 HP 14/14 | RP 3/4 | EAC 13; KAC 15 | Fort +3; Ref +5; Will +0 | Init: +2 | Perc: +5

.


Curious to find out who I am playing!

Liberty's Edge

Ietsuna's PFS Played Register | GM Ietsuna's PFS GM'd Register

Checking in.

Sovereign Court

Dotting for fun and profit :-)

Silver Crusade

Dot!

So, what's the potential pool of pregens?

Silver Crusade

Hey everyone,

We're going to get going soon, just a couple notes:

Pregen Selection Right now we're still at four players. If we haven't filled any more seats by Thursday, I'll make assignments then.

The way I intend to distribute them is to let the dice gods decide, through a series of rolls like follows:

Leader: 1d6 ⇒ 2 The 2nd player, in alphabetical order, would get to play the leader. I'll be adjusting this a bit to make sure nobody has to play the same character as the first time.

Links to pregen sheets will go out at the same time.


Dotting


According to the discussion area we have all 6 positions covered now, right? Normally I would have put this question in the discussion thread but I'm responding to the statement above about only having 4 players.


Quonx, Skittermander Mechanic 2 | | SP 8/12 HP 14/14 | RP 3/4 | EAC 13; KAC 15 | Fort +3; Ref +5; Will +0 | Init: +2 | Perc: +5

2 more players signed up for core after the GM posted that. Now we have 6 players, which covers all positions.

Sovereign Court

Dotting!


LE Dragon | HP: 21/65| AC: 18 / T: 14 / FF: 15 | CMB: +11 (+14 dirty trick, +13 disarm / trip) / CMD: 25 (28 vs. dirty trick, 27 vs. disarm / trip) | F:+8 / R: +10 / W: +5 | Init: +2 Perc: +11 | Speed: 30ft

Zurnzal reporting in!


Female Human Unchained Rogue 7 | HP: 22/45 | AC:19 T:15 FF:14 | CMB:+6 CMD:21 | Saves F:+3 R:+10 W:+6 | Init:+5 | Per:+12

The professional is lurking in your thread


Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

dotting. Still need to work on the tag lines.

Silver Crusade

I’m traveling for the weekend, but it’s officially Saturday in New Zealand, so I feel OK about posting this now. Please begin discussing and introducing yourselves, and I’ll be able to provide substantial responses soon.

Undisclosed Location, Absalom

You are Aspis Consortium operatives, hand-picked by your superiors for one of the most daring missions ever attempted against the hated Pathfinder Society. For centuries the Society has been the hyena of the archaeological world, descending upon legitimate Aspis operations to snatch whatever the Pathfinders want, kill hardworking contractors, and grow wealthy on the profits of their “historical preservation.” As they say, the victors write the history books, and the widely distributed Pathfinder Chronicles paint the Society’s piracy as heroism guided by a moral compass as true as the wayfinder each agent carries.

Despite the thick walls and heavy windows of the rented home that serves as your safe house, the passage of Pathfinders from across the Inner Sea region creates a muted rumble as they make their pilgrimage to the Society’s Grand Convocation, an annual gathering in which Pathfinders tell tales of their exploits, show off their discoveries, and celebrate another successful year. Every additional Pathfinder is another set of eyes to spot trouble and another blade ready to defend the Grand Lodge, yet every voice and footstep makes it even safer to discuss the impending attack.

Each of you received individual instructions prior to arriving here. You may decide to share any information contained within with the other agents, or retain secrets if you prefer.

Rataji Only:

Rataji,
Congratulations are in order, my friend! Three years in the Consortium, and you have already earned the silver badge! What’s more, you are in charge of a critical element of the upcoming mission. As the ranking agent on your team, this is your first shot at being in charge, but I warn you that this first team isn’t one you’ll want to boss around; this is a coalition force, and everyone seems to be the favorite of someone else a lot higher up in the food chain. Aim to coordinate, not command.

Look on the bright side, though: after all of those briefings that you had to sit through, now you are the hotshot who gets to lay out the plan. I’ve summarized the objectives below so that you don’t forget, but it’s up to you to make it interesting and inspire your team. You’ll do great.

—————

Hundreds of Aspis agents and sympathizers are assembling throughout Absalom in preparation for an attack on the Pathfinder Society’s Grand Lodge. Most of these teams are in position to sow chaos, lure the Pathfinders’ attention elsewhere, and keep the rest of Absalom from interceding.

You are the lynchpin of the assault. Infiltrate the Grand Lodge, using the festival and throngs of unfamiliar faces to cover your movements. Gather what additional information you need, meet with any informants your team knows about, and lay the groundwork for your assault—split into smaller groups if necessary. Your cue to enter Skyreach—the towering stronghold the Society thinks unassailable—is a speech given by Master of Swords Marcos Farabellus. Agents will start ushering Pathfinders toward one of the lawns and pouring drinks for a toast, giving you a fairly generous window to get inside.

Once inside Skyreach, you have two major objectives: open the Hao Jin Tapestry gateway, and secure the Sky Key in that order. I have included some notes about how to activate the tapestry, as well as the coordinates within the tapestry where our allies are gathered. However, the notes only address how to send one person inside, not how to bring anyone out. It seems Zey is paranoid about even keeping any notes about cracking the tapestry open, and he only stores them in one of the vaults beneath Skyreach—a section called the Antarnicus Wing, used for most of the tapestry’s treasures. Be prepared to break in. Once you have secured the notes, get to the tapestry chamber quickly. Handle any opposition, open the gateway, and welcome our allies from inside the demiplane. Make sure that they have some sense of where they’re going.

After that, ascend to the small museum where the Society is keeping the Sky Key. It’s the usual routine: take care of any guards, grab the target, get out, and keep the whole operation clean. A second team (listen for the code “Five fingers till Oathday“) should find you soon after; pass them the Sky Key, get out, and congratulate your team. Mission accomplished.

Make the Patrons proud,

Myrosype

Rataji, you are responsible for providing the mission briefing to your fellow players. Please do so now. Go into as much or as little detail as you deem appropriate.

Marnarius Only:

Marnarius,
I promised you I would get you out, didn’t I? After three long years in captivity, cast away by the Pathfinders

who cared nothing for your humanity or the life you had left behind, you are finally back. I must accept some of the blame for your being stranded, for it was I who assigned you to that lucrative post; however, it was that fool Aglorn who failed to guard the gate and lost us not only our way into the tapestry but also several of our finest agents. This injustice shall not stand. I would not assign you a mission if I did not have the highest confidence in your abilities, and I consider securing you this particular venture a small step in reconciliation. The Pathfinder Society shall burn, and you shall have the revenge you seek.

There are several hundred of our agents throughout the Grand Lodge ready to inflict damage and provide you the distraction needed to reach high priority targets. Anything you can do to make their jobs easier by preparing a few distractions of your own would help you as much as it would them. I already have numerous arsonists ready, but nobody seems bold enough to do anything about the zoological garden the Pathfinders keep. That’s why we’re fortunate to have a resourceful agent like you, willing to aid these fellow wretched creatures also unjustly imprisoned by the Pathfinders. I am sure they, like yourself, would love a chance to extract some justice from their captors. In addition to the forces within the Grand Lodge, hundreds of people who, like you, wish to escape from the confines of the tapestry are massed by your old base camp. I am sure that if your fellow agents forget where your allies are stationed, you can steer them in the right direction.

Do you remember the weapon I sent you to recover in Hao Jin’s hellhole? After they secured the gate, they snatched it up, and it went right into one of the vaults beneath Skyreach. Find it, and it’s yours to keep and use

as you see fit. Wield it in the name of vengeance and the Consortium.

Regards, Tseka

322 Only:

While you slept last night, a familiar figure wearing a blue coat and mask visited you. She smiled as she stepped over the threshold of your childhood home, whose windows were all bound in chains.

“Oh my dear 322, how does freedom feel? Are you still staring at the sky in wonder and fear? Do you still dream of the doorway between the stars? Have you kept writing in your journal?” The masked woman paused as she looked at you, and then smiled again. “Had you stopped wondering if I would find you again? Hardly. You are as drawn to uncover your own secrets as I am.”

Shaking her head as if remembering some sweet memory, she continued. “Clinical experimentations ceased because you demonstrated increased capacity to channel the Lurker’s dark mysteries. I have guided you to Absalom in order to participate in a field study—a live test of your powers. Prepare yourself to work with members of the Aspis Consortium. Assist them to the best of your abilities.”

“You have two other responsibilities, both important to our studies and our allies. The first is this,” she said while conjuring a glassy, hexagonal pad out of dreamstuff. “It emits a resonance similar to the stars beyond, just as you do, so none of your allies will know how to operate it. I have used it to channel cosmic life energies into tiny homunculi, but I suspect that it could animate something far grander. Find a suitable host, attach it without drawing attention to yourself, and activate it when you see fit.”

“Your other task is even more important. At some point during your mission, you will find a simple lantern among your possessions. If opened, it captures the escaping essence of whoever dies near it, ensuring Pharasma never judges the unfortunate soul trapped within. Only one Pathfinder can repair the damage inflicted in the upcoming Aspis attack: Aram Zey. Ensure that the Society cannot call upon his expertise ever again, and I shall ensure his expertise helps you learn more about yourself.”

The masked figure raises her arm in a salute. “Godspeed, my curious disciple—whichever gods those may be.”[/b][/i] With that the dream ended.

Shohiraj Only:

Shohiraj,
After hearing the reports of lesser agents operating under lesser commanders, allow me to express how pleased I am to hear that you have accepted this job. What I have heard from my colleagues about your coworkers sounds equally reassuring; they are all competent in their respective fields. However, none of them can compare to your practical, on-the-job experience I am relying on you to ensure that this mission goes off without a hitch. Each bystander’s scream, nearby explosion, or track left behind is another complication that could jeopardize the operation.

My other agents have been watching the Grand Lodge closely. I have included the incomplete map that they created, noting the locations of your objectives in Skyreach. In addition, the agents report that the Master of Scrolls Kreighton Shaine—normally responsible for managing the keys to Grand Lodge’s vaults but concerned about his ability to keep them out of reach—has delegated several of the keys to one of his protégés, a halfling named Janira Gavix. My intelligence reports that she practically worships the Master of Scrolls, so there is no chance that she would take a bribe. Supposedly she is rather proud of her storytelling prowess, though, and can often be found near large crowds. If you can relieve her of the keys, your infiltration of Skyreach should be all the cleaner.

I have enclosed a sketch of the halfling to assist your efforts to locate her.

May silence hide your footfalls,

Kitio Aspenthi, gold agent

Joliryn Only:

Joliryn,
It’s been several years in the making, but the coalition of some of the finest Aspis minds has finally manifested in this approaching assault—a fight to regain the Consortium’s glory and put the Society back in its place. I have not forgotten your earlier contributions, and I have pulled a few strings to secure you a key role in the upcoming operation. You won’t have the tiresome chore of leading the team; one of my colleagues has elected one of his cat’s paws to the role, and I trust you’ll let him parade about while letting you get the real work done.

In fact, everyone on your team has powerful connections and probably thinks highly of themselves. I am betting on this, actually, because those connections have been particularly cagey about their own reasons for participating in this raid. Just as a tracker can tell the health and drives of an animal by the spoor it leave behind, you can help me gaze into my colleagues’ minds by discerning what it is that their agents want to accomplish. Keep an eye on your comrades, and report what you can to me about their ulterior motives.

Of course, I would not demand information without sharing some in return. One of my many spies in the Society is a Chelish man named Arminaldi Charthagnion, a disciple of Nethys’ divine secrets. He is unhappy with the Society’s treatment of artifacts, and I have managed to keep him selling me secrets with the promise of helping him liberate a relic or two. I am expecting his latest report soon, but since you will be there anyway, perhaps you might meet him at the Wall of Names and use the intelligence as you see fit.

He won’t acknowledge you as my agent unless you tell him “The wall slithers like a snake through grass.” You’ll know you have the right man if he responds “None would step on so great a serpent.” He should give you what you need to know, and no more need be said. Just try not to spoil his cover or your own by making a scene about it.

I await news of your victory,

Suliji Peshar

Zurnzal Only:
Zurnzal,

We have reviewed your work over the past four years, and so far your performance has gone

beyond the expectations to which we typically hold our contractors. The Consortium is always on the lookout for resourceful, intelligent operatives who know how to do more than just bash heads together—useful a skill as that is. I have a key vacancy in my roster, but I need more than just a knee-breaker who will knock down what I point at. Consider your current mission a tryout of sorts. At least one of your teammates is taking notes on your performance. Impress them, and you’ll impress me. Do that, and I’ll have a bronze badge waiting for you.

The upcoming attack relies on chaos, and that same chaos can cover your team’s tracks. What could be more upsetting to the Pathfinders than discovering that someone in their midst was a traitor? Of course, you may have to make a traitor by making an upstanding but easily missed Pathfinder disappear. If he happens to be a traitor already, that’s even cleaner. A missing traitor means no alibi, and that means someone disguised as that traitor could pin any number of crimes on him. Whether you do that or not is up to you; after all, an agent able to delegate effectively is just as valuable to me as one who can do the job himself.

-Your Friend in Tamran

None of you have met before, so you may want to make introductions. One of you has been tasked with providing the mission briefing to the other five. Some of your character sheets have a fair amount of money left. Feel free to shop, or conduct any other preparations you think are appropriate at this time. Please detail any purchases in a GM Only spoiler so that I can review them.


Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

A private room has been reserved at a popular hangout for those requiring privacy, "The Rampant Reaver", at 8AM. Through proper channels the members of the party will be given directions but told little about what to expect once they get there, other than what they are able to glean from their own 'personal' channels. Rataji will have arrived at 7AM to get things ready. The room, well insulated against sound and magically protected against eaves-dropping, will be in the throes of preparation if you arrive before 7:45, with Rataji making sure all is ready. The table will include a nice breakfast layout and Rataji will be seated at the head of the table with a smile ready for any who arrive.

Rataji is a dark-skinned Magaambyan with long braided hair, confident and charming. He wears blue unadorned robes and cloak, though well made and fashionable, with a matching pair of quilted leggings and blue bracers. His waist is encircled by a leather belt with a number of scrolls in it and a fanny pack with a bulge you imagine must contain his spellbook, though it has been set aside for now, though within easy reach.

GM: Rataji does have some cash if necessary to pay for this room if the Consortium does not foot the bill.

Silver Crusade

Rataji, that's fine. You're the A-Team, the Apsis can provide a spread.

Breakfast is catered by the nearby Interplanar House of Waffles franchise, with offerings from various corners of Golarion, including Thuvian shakshuka, Karlsgard rosti, and pastries from a wide range of locations. A stack of fresh waffles forms the centerpiece, and a small bottle of Andoren maple syrup accompanies every dish, no matter how odd the combination may seem.


Female Human Unchained Rogue 7 | HP: 22/45 | AC:19 T:15 FF:14 | CMB:+6 CMD:21 | Saves F:+3 R:+10 W:+6 | Init:+5 | Per:+12

At exactly 8 Shohiraj enters the Rampant Reaver and makes discreet enquiries about a private function. Following the directions given by the helpful barmaid, she easily finds the room, knocks quietly and enters without waiting for a response.

Shohiraj is a human woman wearing simple, but well made clothes and carries a backpack over one shoulder. As she seats herself she places the backpack within easy reach.

She seats herself at the corner of the room where she can see the door without being the first person you would see when you enter. As she settles herself she speaks.

Hello. My name is Shohiraj.

She casts her eyes around the room at the assembled group and appraises each one.

Regardless of what each of these people tells me in their introduction I would like to make my own assessment of what their talents may be from their appearance and visible equipment. Let me know what you want me to roll.


Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

I'm going to assume that posting order is not necessarily the same as the arrival order and will wait a bit before I respond to any arrivals.


Female elf Oracle 7 HP: 59/59 | AC:21 T:15 FF:19 | CMB:+7 CMD:19 | Saves F:+6 R:+7 W:+10 (+2 vs enchantment)| Init:+2 | Per:+2

At 8:02, a pale elven woman enters the Reaver. As she pulls down her cloak's hood to reveal a beautiful but wan face, her eyes dart around nervously. One hand in a pocket as her fingers absent-mindedly trace a hexagon that should not exist, she eyes the humans around before speaking. "Is this the serpent's mission? Three...Teresa. You should have expected me. I'm sorry I am late. I -" Wanted to wait until the sun was high in the sky before leaving "had maters that could not be helped."

She notices the plate of waffles at the room's center and strides towards it. Grabbing a handful, she begins eating them ravenously. "So, Shohiraj. And our host. I understand there is an assignment in the works. What is it?"


JOLIRYN | hp 38/59 | Ac 24, FF20, T15 SLOW-1 | Init +4 | F+10 R+9 W+2 (+2 vs fear) | P+1 | EP 2/7 | Spells 1/5+0/4+1/2 | Reroll 0/1

At 7:55 a female halfling enters the room, walking in a confident manner. Below her long black hair you notice a silver headband. She wears a chain shirt and has a scimitar at her side. Her hand is never far from the scimitar.

She nods once at the Magaambyan man and says "Here I am"

Silver Crusade

I'm going to give you guys until midnight on Wednesday (US Eastern) to introduce yourselves, finalize any purchases and such. If you're ready to move on earlier, that's great, but in the meantime...

While none of you have personally set foot in the Grand Lodge, it is one of the most (in)famous locations on Golarion, so you might be somewhat familiar with it.

While Skyreach Tower is where the Decemvirate and many senior Pathfinders operate, there are dozens of buildings, monuments, and other interesting locations within the Lodge's walls.

Those of you with Knowledge (Local) can give me a whopping 18 rolls. I'll apply those in order to the list of locations, and see which ones you both understand the significance of and can locate with relative ease. I'll give you guys a detailed map once I know what you know.


JOLIRYN | hp 38/59 | Ac 24, FF20, T15 SLOW-1 | Init +4 | F+10 R+9 W+2 (+2 vs fear) | P+1 | EP 2/7 | Spells 1/5+0/4+1/2 | Reroll 0/1

No Knowledge (Local) for me


Female Human Unchained Rogue 7 | HP: 22/45 | AC:19 T:15 FF:14 | CMB:+6 CMD:21 | Saves F:+3 R:+10 W:+6 | Init:+5 | Per:+12

Shohiraj has some knowledge of the local area.

Knowledge (local) 1: 1d20 + 11 ⇒ (4) + 11 = 15
Knowledge (local) 2: 1d20 + 11 ⇒ (10) + 11 = 21
Knowledge (local) 3: 1d20 + 11 ⇒ (17) + 11 = 28
Knowledge (local) 4: 1d20 + 11 ⇒ (9) + 11 = 20
Knowledge (local) 5: 1d20 + 11 ⇒ (12) + 11 = 23
Knowledge (local) 6: 1d20 + 11 ⇒ (5) + 11 = 16
Knowledge (local) 7: 1d20 + 11 ⇒ (1) + 11 = 12
Knowledge (local) 8: 1d20 + 11 ⇒ (3) + 11 = 14
Knowledge (local) 9: 1d20 + 11 ⇒ (18) + 11 = 29
Knowledge (local) 10: 1d20 + 11 ⇒ (10) + 11 = 21
Knowledge (local) 11: 1d20 + 11 ⇒ (4) + 11 = 15
Knowledge (local) 12: 1d20 + 11 ⇒ (1) + 11 = 12
Knowledge (local) 13: 1d20 + 11 ⇒ (19) + 11 = 30
Knowledge (local) 14: 1d20 + 11 ⇒ (9) + 11 = 20
Knowledge (local) 15: 1d20 + 11 ⇒ (9) + 11 = 20
Knowledge (local) 16: 1d20 + 11 ⇒ (7) + 11 = 18
Knowledge (local) 17: 1d20 + 11 ⇒ (15) + 11 = 26
Knowledge (local) 18: 1d20 + 11 ⇒ (7) + 11 = 18


Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

Let's see. We have heard from
- 7:55: Joliryn
- 8:00: Shohiraj
- 8:02: 322

Still need to hear from 2 characters but I'm going to assume they are there.

"Welcome all. The Consortium has assembled this team for a very special mission. Unknown to us, many members of the alliance have been assembling from all parts of the world to perform one bold strike at the heart of the Pathfinder Society. While they are distracted by patting themselves on the back during their yearly oh-so-grand convocation, we will be implementing their downfall. Other Aespice teams will be given smaller missions of distraction and disruption. Little do they know that their missions are merely to provide the distraction needed for ours. For our mission will be at the center of it all, the true mission that could very well set the society back on their heels for years or even destroy them completely."

"We will be sneaking in to their big self-serving party, as will the other teams, and mingling with their members. From what I know of the Society and their yearly convention, security will be surprisingly lax. Many unknown faces will be present and they have never had any issues... in the past. For a time we will be free to move about, gather information, sow seeds of destruction, but when they gather for the speech by Marcos Farabellus it will be time for us to move on to our true mission."

"While they are occupied with their self-congratulations, we will enter Skyreach. YES, Skyreach! The boldness of it makes me shiver even now! Infiltrating may be difficult, or not. It's hard to believe that they would leave their main citadel undefended, but they again they ARE the Pathfinder Society. But even if they do, it will be up to us to unobtrusively gain entrance. We will not want to draw attention to ourselves yet."

"Once inside, we have two objectives: open the Hao Jin Tapestry gateway, and secure the Sky Key in that order. I have notes on how to get one person inside the tapestry, but we aim higher! According to my sources, Arem Zey keeps his notes in the vaults, notes that will allow us to open the gate more fully. And if we can dobtain THEM, I understand that we have enough allies on the other side of the tapestry to complete the destruction of the Society! Imagine it, pillaging the very vaults of the Society and unleashing destruction in the very midst of their home site while they are all drunk on their own stupidity."

"The Sky Key is stored in a museum room. Provided we have been able to keep our presense unnoticed, or provided the small army we expect is waiting, we should be able to make our way there and take care of any guards, grab the target, get out, and keep the whole operation clean. Our final task is to hand the key off to a second team that will be waiting for us. I have the code phrase they will be using."

"As the leader," and with this Rataji fingers his recently obtained silver talisman, "I will be planning the mission. Or at the very least offering guidance as I immagine you are all quite accomplished in your own rights or you would not be here. Please, each of you explain what it is you can offer to the success of this mission and we will move on from there. I will start with myself."

"I am an enchanter. I bring many magic spells to the table. Some of which may cripple or damage an enemy, and some of which can heighten your own abilities. Thus one of the reasons I need to know what is it you can do. Once I know I can suggest which spells might aid you. As you can see, I am looking at this mission as the leader of a TEAM! We need to act as a team if we want to suceed. And as a team we need to know one anothers strengths AND weaknesses. I understand that this may be difficult for you, and I don't expect complete openess. We are, none of us, fools. But if there is a weakness that the others may cover for you, you should not hesitate to explain. for example, my weakness is the inability to engage in melee. If you allow the enemy to engage me you will have failed the team."

"Who would like to go next?"

Kn Loc1: 1d20 + 15 ⇒ (16) + 15 = 31
Kn Loc2: 1d20 + 15 ⇒ (11) + 15 = 26
Kn Loc3: 1d20 + 15 ⇒ (3) + 15 = 18
Kn Loc4: 1d20 + 15 ⇒ (12) + 15 = 27
Kn Loc5: 1d20 + 15 ⇒ (15) + 15 = 30
Kn Loc6: 1d20 + 15 ⇒ (4) + 15 = 19
Kn Loc7: 1d20 + 15 ⇒ (9) + 15 = 24
Kn Loc8: 1d20 + 15 ⇒ (17) + 15 = 32
Kn Loc9: 1d20 + 15 ⇒ (20) + 15 = 35
Kn Loc10: 1d20 + 15 ⇒ (5) + 15 = 20
Kn Loc11: 1d20 + 15 ⇒ (1) + 15 = 16
Kn Loc12: 1d20 + 15 ⇒ (18) + 15 = 33
Kn Loc13: 1d20 + 15 ⇒ (15) + 15 = 30
Kn Loc14: 1d20 + 15 ⇒ (14) + 15 = 29
Kn Loc15: 1d20 + 15 ⇒ (8) + 15 = 23
Kn Loc16: 1d20 + 15 ⇒ (1) + 15 = 16
Kn Loc17: 1d20 + 15 ⇒ (13) + 15 = 28
Kn Loc18: 1d20 + 15 ⇒ (9) + 15 = 24


JOLIRYN | hp 38/59 | Ac 24, FF20, T15 SLOW-1 | Init +4 | F+10 R+9 W+2 (+2 vs fear) | P+1 | EP 2/7 | Spells 1/5+0/4+1/2 | Reroll 0/1

The halfling stands up and climbs on top of the chair next to her.

"I am Joliryn" she lightly touches her scimitar "I combine slashes from my scimitar with spells. Melee is my forte. My weakness is my height" she looks at the others intensely, as if daring someone to laugh.

"due to that I also lack the speed some of you have. On the other side I am harder to spot. I must admit I am not as good at that as some other halflings."

She looks at the self-acclaimed leader "Spells that increase my movement would be appreciated" and sits down again.


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LE Dragon | HP: 21/65| AC: 18 / T: 14 / FF: 15 | CMB: +11 (+14 dirty trick, +13 disarm / trip) / CMD: 25 (28 vs. dirty trick, 27 vs. disarm / trip) | F:+8 / R: +10 / W: +5 | Init: +2 Perc: +11 | Speed: 30ft

Sorry, my page wasn't showing any new posts -- I actually came in to see what was going on haha

An armored half-orc steps out from the shadows behind the wizard and puts his hand on his shoulder, whispering

That's what I do

He steps forward and joins the group, sharpening a shortsword as he speaks

If you need anything stolen, killed, or infiltrated quietly, I'm the best you'll find. Want someone to smooth talk their way past a guard or show off their booksmarts, look somewhere else.

Silver Crusade

Shohiraj, ever the professional, seems to have received excellent intelligence about your destination, but Rataji has an even more detailed map. See link above. Colors behind text were for readability, no mechanical effect.

If nobody else has Local, I encourage you to roll it. I'll record who rolled especially high in case you end up at one of these locations later.

The Main Gate's massive steel doors are only ever closed in times of crisis, but security remains tight. However, during the Grand Convocation, the public are invited to tour, with minimal security. The five-towered fortress of Skyreach houses the offices of the Society’s most important figures as well as countless libraries and storage facilities. Many of its floors and hallways are off-limits, meaning few know the full extent of what lies within.
While the Society’s most precious artifacts are generally stored in Skyreach, other artifacts, libraries, and other resources are scattered about the grounds. The Water Palace, a manor styled like a Tien pagoda, serves as a place of quiet study and meditation, and stores many artifacts from Golarion’s farthest reaches. The Center House, built in the Gothic Ustalavic style has remained off-limits by order of the Decemvirate. Many resident Pathfinders inhabit modest flats in Arliss Hall, which is a maze of featureless corridors. There are many more halls and rooms than there are residents, and it is believed that none other than venture-captains are allowed into the central courtyard.

The stone-columned fortress known as The Mausoleum is dedicated to unlocking the greatest mystery of all— death. Scholars study everything from burial practices to the necromantic arts of long-faded civilizations. The guiding rule is that no innocents are harmed, and even the creation of undead is relatively rare. The Menagerie holds exotic creatures captured by Pathfinder expeditions, and displays them for both study and amusement.

She’s also learned about some of the grounds' monuments. The most famous is The Wall of Names, a curving wall of black glass that memorializes Pathfinders killed in the field. A thick copse of trees surrounds it, to provide privacy and a properly solemn atmosphere. The small shrine known as Seeker’s Plaza houses bronze statues of some of the Society’s most important members. Baphory’s Walk is a pathway through gardens of exotic plants. Waist-high carved heads taken from the Mwangi Expanse are scattered throughout the garden. Allegedly, their facial expressions change when no one is looking. A 20-foot-high stone statue depicts Durvin Gest, one of the founders of the Pathfinder Society and widely considered to be its greatest adventurer. Southgrove is an area of woodland intentionally left wild, to provide a refuge for druids and others closely attuned to nature, who often find life in Absalom challenging.

Other portions of the grounds fulfill more mundane roles. New and aspiring Pathfinders spend most of their time in The Quadrangle, a complex of dormitories and classrooms. An assortment of Outbuildings include residences for visiting Pathfinders, stables, smithies, bathhouses, warehouses, Pathfinder-only shops, and more. Martially inclined Pathfinders train extensively at their Training Arena, which is surrounded by wooden stands for spectators.


Female Human Unchained Rogue 7 | HP: 22/45 | AC:19 T:15 FF:14 | CMB:+6 CMD:21 | Saves F:+3 R:+10 W:+6 | Init:+5 | Per:+12

Unlike Zurnzal here, my expertise lies in stealth and subtlety. I can pick locks and disable traps. I also do well enough remaining inconspicuous in plain sight


Female elf Oracle 7 HP: 59/59 | AC:21 T:15 FF:19 | CMB:+7 CMD:19 | Saves F:+6 R:+7 W:+10 (+2 vs enchantment)| Init:+2 | Per:+2

"Zey, he is known. A strong mage. Undoubtedly warded. Stealing from him will not be easy."

322 replies slowly, frowning. How did they know, how do they always know? Her reach is everywhere, they're everywhere...

Shaking her head, she answers the Mwangan taking charge. "Teresa, as I said. I am a caster of some sorts as well. Healing, the inverse, darkness, madness. The details are...best left unsaid."

She thinks hard at Rataji's last words. "For disclosure, when threatened my thoughts can, shift. Taldane, Elven, Draconic, all blocked from me. All except the words of the sky and that beyond it."

The elf takes another large bite of a wffle. Still chewing, she says. "Do any of you possess that spring-arm device? If not, do you know where I can purchase one? I have certain items where quick access could assist."


Male Human Bloodrager 4 (HP 30/40) (AC 18/12/17) (CMD 20) (Fort +7, Ref +3, Will +2) (Init +1) (Perception +7)

Knowledge(Local): 1d20 + 5 ⇒ (9) + 5 = 14.
Knowledge(Local): 1d20 + 5 ⇒ (11) + 5 = 16.
Knowledge(Local): 1d20 + 5 ⇒ (2) + 5 = 7.
Knowledge(Local): 1d20 + 5 ⇒ (6) + 5 = 11.
Knowledge(Local): 1d20 + 5 ⇒ (7) + 5 = 12.
Knowledge(Local): 1d20 + 5 ⇒ (18) + 5 = 23.
Knowledge(Local): 1d20 + 5 ⇒ (2) + 5 = 7.
Knowledge(Local): 1d20 + 5 ⇒ (17) + 5 = 22.
Knowledge(Local): 1d20 + 5 ⇒ (15) + 5 = 20.
Knowledge(Local): 1d20 + 5 ⇒ (16) + 5 = 21.
Knowledge(Local): 1d20 + 5 ⇒ (15) + 5 = 20.
Knowledge(Local): 1d20 + 5 ⇒ (19) + 5 = 24.
Knowledge(Local): 1d20 + 5 ⇒ (12) + 5 = 17.
Knowledge(Local): 1d20 + 5 ⇒ (1) + 5 = 6.
Knowledge(Local): 1d20 + 5 ⇒ (8) + 5 = 13.
Knowledge(Local): 1d20 + 5 ⇒ (8) + 5 = 13.
Knowledge(Local): 1d20 + 5 ⇒ (11) + 5 = 16.
Knowledge(Local): 1d20 + 5 ⇒ (14) + 5 = 19.

Manarius shrugs.

"I can best be described as a 'fixer', and a reasonably competent archer. My crew and I were left trapped in the Hao Jin Tapestry's demiplane when the damned Society took control of our 'back door'. I was lucky enough to get out, but my crew are still trapped in there; I want to rectify that, and see the Grand Lodge burn in the process."


Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

@Joliryn
"I should be able to help some with movement. Among my spells are a spell for speeding everyone up and a spell to launch you from near to me to near to the enemy. No fly spell though. I assume you came prepared and have a potion or something that will help you if I am busy?"

@Shohiraj
"Ah, yes. I have heard of you. Since a large part of this mission will involve going unnoticed, you should be well employed."

@322
"I cannot help you with the spring device. A curious assortment of spells, you say? Speak up if there are any in particular you think would help or that we should know about."

@Marnarius
"Yes, I can see why you were included in the team. Just don't let any personal concerns get in the way of the objective."

@Zurnzal
"ACK! Save it for the Pathfinders if you don't mind! You and the professional should team up as I expect you would both profit the most from teamwork and getting behind the enemy."

Does Rataji know their names already, or does he need to ask?


LE Dragon | HP: 21/65| AC: 18 / T: 14 / FF: 15 | CMB: +11 (+14 dirty trick, +13 disarm / trip) / CMD: 25 (28 vs. dirty trick, 27 vs. disarm / trip) | F:+8 / R: +10 / W: +5 | Init: +2 Perc: +11 | Speed: 30ft

I'm capped at 10 for no training but I guess it couldn't hurt

Knowledge (local) rolls:

1d20 + 2 ⇒ (7) + 2 = 9
1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (18) + 2 = 20
1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (17) + 2 = 19
1d20 + 2 ⇒ (19) + 2 = 21
1d20 + 2 ⇒ (14) + 2 = 16
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (20) + 2 = 22


JOLIRYN | hp 38/59 | Ac 24, FF20, T15 SLOW-1 | Init +4 | F+10 R+9 W+2 (+2 vs fear) | P+1 | EP 2/7 | Spells 1/5+0/4+1/2 | Reroll 0/1
The_Ambitious wrote:
I'm capped at 10 for no training but I guess it couldn't hurt

same here

Knowledge Local:

[dice 1]1d20+1[/dice]
[dice 2]1d20+1[/dice]
[dice 3]1d20+1[/dice]
[dice 4]1d20+1[/dice]
[dice 5]1d20+1[/dice]

[dice 6]1d20+1[/dice]
[dice 7]1d20+1[/dice]
[dice 8]1d20+1[/dice]
[dice 9]1d20+1[/dice]
[dice 10]1d20+1[/dice]

[dice 11]1d20+1[/dice]
[dice 12]1d20+1[/dice]
[dice 13]1d20+1[/dice]
[dice 14]1d20+1[/dice]
[dice 15]1d20+1[/dice]

[dice 16]1d20+1[/dice]
[dice 17]1d20+1[/dice]
[dice 18]1d20+1[/dice]

@Rataji
"I will manage."

Buying 5 scrolls of expeditious retreat for 125 and 2 scrolls of shield for 50


LE Dragon | HP: 21/65| AC: 18 / T: 14 / FF: 15 | CMB: +11 (+14 dirty trick, +13 disarm / trip) / CMD: 25 (28 vs. dirty trick, 27 vs. disarm / trip) | F:+8 / R: +10 / W: +5 | Init: +2 Perc: +11 | Speed: 30ft

To label your dice rolls, you want an equal sign not a space


JOLIRYN | hp 38/59 | Ac 24, FF20, T15 SLOW-1 | Init +4 | F+10 R+9 W+2 (+2 vs fear) | P+1 | EP 2/7 | Spells 1/5+0/4+1/2 | Reroll 0/1

Knowledge (Local) dice rolls:
1: 1d20 + 1 ⇒ (16) + 1 = 17
10 Max, untrained
2: 1d20 + 1 ⇒ (3) + 1 = 4
3: 1d20 + 1 ⇒ (20) + 1 = 21
4: 1d20 + 1 ⇒ (2) + 1 = 3
5: 1d20 + 1 ⇒ (11) + 1 = 12

6: 1d20 + 1 ⇒ (5) + 1 = 6
7: 1d20 + 1 ⇒ (12) + 1 = 13
8: 1d20 + 1 ⇒ (13) + 1 = 14
9: 1d20 + 1 ⇒ (5) + 1 = 6
10: 1d20 + 1 ⇒ (2) + 1 = 3

11: 1d20 + 1 ⇒ (7) + 1 = 8
12: 1d20 + 1 ⇒ (6) + 1 = 7
13: 1d20 + 1 ⇒ (14) + 1 = 15
14: 1d20 + 1 ⇒ (19) + 1 = 20
15: 1d20 + 1 ⇒ (15) + 1 = 16

16: 1d20 + 1 ⇒ (1) + 1 = 2
17: 1d20 + 1 ⇒ (9) + 1 = 10
18: 1d20 + 1 ⇒ (15) + 1 = 16
19: 1d20 + 1 ⇒ (9) + 1 = 10
20: 1d20 + 1 ⇒ (8) + 1 = 9

I know, but did not check the spoiler after I added the labels. Thanks!


Female elf Oracle 7 HP: 59/59 | AC:21 T:15 FF:19 | CMB:+7 CMD:19 | Saves F:+6 R:+7 W:+10 (+2 vs enchantment)| Init:+2 | Per:+2
Rataji PBP wrote:


"I cannot help you with the spring device. A curious assortment of spells, you say? Speak up if there are any in particular you think would help or that we should know about."

"Dispelling other magics. Especially light." The elf thinks for a moment, before cautiously adding. "I also have a device of my own. It could be useful to animate things. One thing in particular. If in our mission any of you see something that could be of use, let me know. A subtle ally could be of use." She didn't say it was a secret. And if it is, then that is her flaw. She is not the master of everything.

I'd like to buy 2 wrist sheaths and a scroll of see invisibility, if we can along the way.


Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

Rataji would like to get scrolls of infernal healing (2), protection from good, detect secret doors, comprehend languages, shield, mage armor(2). I can't believe he does not have mage armor in his book!

@Joliryn
"no fly spell though. I assume you came prepared and have a potion or something that will help you if I am busy? ..."

just realize I have a fly scroll

"Come to think of it, I do have that spell on a scroll. Remind me when the time comes when you need it."


JOLIRYN | hp 38/59 | Ac 24, FF20, T15 SLOW-1 | Init +4 | F+10 R+9 W+2 (+2 vs fear) | P+1 | EP 2/7 | Spells 1/5+0/4+1/2 | Reroll 0/1

"Teresa, it might help if you tell us what the particular thing is, so we can look for it. If it is subtle we might not spot it."


Female elf Oracle 7 HP: 59/59 | AC:21 T:15 FF:19 | CMB:+7 CMD:19 | Saves F:+6 R:+7 W:+10 (+2 vs enchantment)| Init:+2 | Per:+2

"Sorry. I think I chose my words poorly. My tool may be able to bring something to life. I don't know what thing would be most useful - look around while we're there, and see if you spot an idea."


Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

Planning anything with THAT one is not going to be easy.

Silver Crusade

Slightly early, but once you do get moving...

Once you've made your preparations, you can depart for the Grand Lodge. Reaching the building, in the heart of the Foreign Quarter, is easy, but the crush of people, both Pathfinders and common citizens of Absalom, means it takes some time to make your way through the gate. The congestion is made all the worse by carts and palanquins carrying VIPs which force others out of their way.

Before too long, though, you pass through the arching gates, and find yourselves on the grounds of the Grand Lodge. Skyreach Tower stands before you, its place in the city's skyline even more dominant from this distance.

The crowd begins fanning out. The largest share head towards the temporarily constructed food stands and exhibits, though virtually everywhere seems to be crowded.

You overhear a couple Pathfinders ahead of you.

"What time is Farabellus speaking?" a lightly-armored Tengu asks.

"About two hours from now." his companion, a Tien woman in traditional samurai armor, replies.

"Praise Cayden! We'll have plenty of time to hit the beer tents before then. No way I'm listening to him prattle on sober."

"You have fun there, I'll be going to the storytelling contests." she says before they split up.

You have some time to explore the grounds. You'll effectively have two "turns" to do things before the speech. You can visit up to three locations per turn, but may only take substantial actions at one. You can also spend your "action" gathering information at a location, either listening for general rumors, or trying to learn about a specific subject.

I do ask that if you split the party here, you put your actions in spoilers, labeled with the name of the location where they're taking place. Everyone present at that location can read each other's posts. You can regroup and swap notes between turns, if desired.

Locations:

  • Rataji: TBD
  • Marnarius: TBD
  • 322: TBD
  • Shohiraj: TBD
  • Joliyrn: TBD
  • Zurnzal: TBD


  • Female Human Unchained Rogue 7 | HP: 22/45 | AC:19 T:15 FF:14 | CMB:+6 CMD:21 | Saves F:+3 R:+10 W:+6 | Init:+5 | Per:+12

    What do you guys think? If we split we can investigate a few areas, but I am not sure that all of us should be left alone.


    LE Dragon | HP: 21/65| AC: 18 / T: 14 / FF: 15 | CMB: +11 (+14 dirty trick, +13 disarm / trip) / CMD: 25 (28 vs. dirty trick, 27 vs. disarm / trip) | F:+8 / R: +10 / W: +5 | Init: +2 Perc: +11 | Speed: 30ft

    Zurnzal has no intention of staying with the party while he completes a task of his own, but certainly would not mind Ietsuna's company and assistance specifically. We need to be vewy vewy quiet.


    Female Human Unchained Rogue 7 | HP: 22/45 | AC:19 T:15 FF:14 | CMB:+6 CMD:21 | Saves F:+3 R:+10 W:+6 | Init:+5 | Per:+12

    I guess I will tag along with you the Zurnzal.


    Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

    "If someone would like my help in any project that will further the mission, let me know. Otherwise, I'm going to see if I can dig up anything useful that might be left unattended."


    LE Dragon | HP: 21/65| AC: 18 / T: 14 / FF: 15 | CMB: +11 (+14 dirty trick, +13 disarm / trip) / CMD: 25 (28 vs. dirty trick, 27 vs. disarm / trip) | F:+8 / R: +10 / W: +5 | Init: +2 Perc: +11 | Speed: 30ft

    Anyone with the skills of silence may come along. Otherwise, leave me to my work.

    Zurnzal will head to Arliss Hall, the Wall of Names, and the Quadrangle, looking for anyone who looks to be behaving... oddly, for a Pathfinder. I'm assuming looking for a type of person doesn't count as my action and would post if I find someone

    Sense Motive @ Arliss: 1d20 + 11 ⇒ (12) + 11 = 23
    Sense Motive @ Quadrangle: 1d20 + 11 ⇒ (7) + 11 = 18
    Sense Motive @ Wall: 1d20 + 11 ⇒ (18) + 11 = 29


    Female Human Unchained Rogue 7 | HP: 22/45 | AC:19 T:15 FF:14 | CMB:+6 CMD:21 | Saves F:+3 R:+10 W:+6 | Init:+5 | Per:+12

    Once i am done with Zurnzal at the Arliss, Quadrangle and Wall I would like to swing by the storytellers.


    JOLIRYN | hp 38/59 | Ac 24, FF20, T15 SLOW-1 | Init +4 | F+10 R+9 W+2 (+2 vs fear) | P+1 | EP 2/7 | Spells 1/5+0/4+1/2 | Reroll 0/1

    "Does someone need my help? And when and where do you want us to meet again Rataji?"


    Male L/E Human Wizard(enchanter)/7 | HP: 43/51 | AC (+1 if vs good): 20 (12 Tch, 19 FF) 16 (12 Tch, 15 FF) | CMB: +2, CMD: 13 | F:+5, R:+7, W:+9 | Init: +5 | Speed 30 ft | Perc+2, bluff +15, diplomacy +12, intimidate +5, KnArc +15, KnLoc +15, KnNat +15, KnPlanes +15, Ling +15, Spellcraft +15 | Active Conditions: Mage Armor (60 minutes), See Invisible (65-? minutes)

    "I have no goals at this stage other than to keep out of trouble. I hope to pick up some information as I mingle. You never know what juicy secrets they might let drop in their apparent safe place. Split up and keep an eye and ear open, unless you have an objective that needs help. I will be visiting The Quadrangle if you wish to find me; otherwise I will be wandering about wherever loose tongues are flapping. The Water Palace and the Center House look intriguing for someone with a lighter foot and hand than mine. The central courtyard of Arlis Hall would be interesting if one could pull off looking like a venture captain. The Mauseleum looks like a nice fit for 322."

    "We meet in front of Skyreach. Say that you are there to meet some old friends if asked. As to when, in two hours when everyone else gathers to hear the insipid speech."

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