Pathfinder Society Scenario #5–01: The Glass River Rescue (Inactive)

Game Master Matthais777

Glass River maps and such.



Plunder and Peril Ship 1 Plunder and Peril Ship 2

Put OOC stuff here.

Hi Yall! Hope you enjoy the game, let's have fun pathfinders! Remember, Explore, Report, Cooperate!

Dark Archive

Male Human Brawler (Snakebite Striker) 1 | HP 13/13 | AC 20 TO 15 FF 15 | F +4 R +6 W +0 | CMD 18 | Init +6 | Perc +4 DV10 LLV

Dotting. Thanks for the invite!

Grand Lodge

Male Half-Elf Sorcerer (inactive)

I know what I forgot!
The preliminary paperwork PFS stuff:

Player: Xunal (Malcolm)
Character: Gwerrmet
PFS#: 146423-13
Faction: Grand Lodge
Day Job: Profession (merchant): 1d20 + 6 ⇒ (3) + 6 = 9 (meh)

Dark Archive

Male Human Brawler (Snakebite Striker) 1 | HP 13/13 | AC 20 TO 15 FF 15 | F +4 R +6 W +0 | CMD 18 | Init +6 | Perc +4 DV10 LLV

Player: adsapiens/The Chess
Character: Gyrand
PFS# 36459-11
Faction: Dark Archive
Day Job: None

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Player: Ray Chiang
Character: Rilmor Kinnon
PFS# 40644-1
Faction: Grand Lodge
Day Job: None

Will put up my "before we leave" shopping list later (mostly scrolls).

Liberty's Edge

Female Human Skald 2 | AC 16 (15) T 10 FF 14 | CMD 15 | hp19/19 (21/21, fast healing 2) | F +5 (+6) R +1 W +1 (+2) | Spd 20' | Init +1 | Kn (Arc, Dun, Eng, Geo, Nat, Nob, Pla, Rel) +2, Kn (His, Loc) +7, Perc -2, SensM -2 | Raging song 10/16 | Spells lvl1 3/3 |

Oh, I forgot about that!

Player: JackieLane
Character: Atronia
PFS#: 250076-1
Faction: Liberty's Edge
Day Job: none


Here's a question for you guys: other than adding this page to the favorites on my web browser or looking through the list of threads, is there a quicker way to find this thread every day? I thought there was a "my campaigns" page or something like it, but I can't seem to find it.

Grand Lodge

Male Half-Elf Sorcerer (inactive)

@ Jackie/Atronia:

You're on the right track. But it's not totally obvious.
It took me a while to figure it out for myself.

But anyway:
If you click on your main alias (here), you'll see a lot of tabs/links connected to your ID.
Your campaign link is here.

Another thing I find kind of handy is to use the Paizo Campaign Tools extension for browsers that use them.
You can definitely use it in Chrome, Chromium, Firefox, Sea Monkey, or Vivaldi. Probably Opera too.
Makes for a slightly better layout for your main campaigns page.


Gwerrmet wrote:

@ Jackie/Atronia:

You're on the right track. But it's not totally obvious.
It took me a while to figure it out for myself.

But anyway:
If you click on your main alias (here), you'll see a lot of tabs/links connected to your ID.
Your campaign link is here.

Another thing I find kind of handy is to use the Paizo Campaign Tools extension for browsers that use them.
You can definitely use it in Chrome, Chromium, Firefox, Sea Monkey, or Vivaldi. Probably Opera too.
Makes for a slightly better layout for your main campaigns page.

Thanks for letting me know! I knew there had to be something simpler.

Grand Lodge

Male Half-Elf Sorcerer (inactive)

You're welcome.
I bookmark my own campaign page to make it easier.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Two strategic notes:

1) If we hit any kind of important skill check, Rilmor can give a +4 (2 domain powers over 2 rounds) or a +6 (1 spell+2 domain powers over 3 rounds) via appropriate buffing. If you think you're about to make some kind of check, give Rilmor a moment to move aside and "pray" to set this up.

2) Similarly, Rilmor can buff the party with his domain powers in combat. The group buff has a range of 15', so try to leave Rilmor space to cover as many party members as possible.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Buying two scrolls: Pro/Evil, Remove Fear

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

I hate doing do much discussion out of character, but while I have decent Diplomacy, I can't buff myself without being obvious and I only have the default Bluff. Our "disguise" seems to be calling more for Bluff. Anyone else good at it?

Grand Lodge

Male Elf LG Ranger (Inf) 6 / Monk (ZA) 6 / Shadowdancer 2 / Paladin (DH) 1 / Investigator (PD) 1| LG | HP: 167/167| AC:28 T:28 FF:20 | CMB:19 CMD:41 | Saves F:+22 R:+27 W:+22 (+2 vs enchant) | Init:+11 | Per: +29 | IP: 3/3 | Darkvision: 60’

I'm terrible at all things Charisma-based...that's why I was thinking on the adventurer's angle...no disguises necessary...I was also thinking, that story might be more suited for Diplomacy checks as opposed to Bluffing, since we'd basically be playing ourselves and only have to sell the story 'bout traveling to the River Kingdoms, but I could be wrong...

I liked the aspect of Atronia's plan that might get us into the jail cells...but without my longbow, my value to the party takes a big hit, 'specially if it comes to a fight...and playing a prisoner, I couldn't have any weapons on me, in particular one as conspicuous as a longbow...plus if I had to make a bluff check (or any other CHA check) in that role, we'd be at a disadvantage...

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Yeah, trying to come up with a plausible story that doesn't scream "they could be here to rescue the dwarves" screams Bluff to me.

Anyhow, I figure we should just go with our highest Bluff and tons of buffing and Aid Another to give it a shot.

Or to put it another way, I'm pretty sure slaying everyone at the Inn would be considered an "Evil Act". :D

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Mayhap so...since we're already adventurers, I was thinking it'd be more Diplomacy based as we'd just be telling them where we were going, if asked, and not trying to persuade them we're something that we're not...but I haven't been playing PFS all that long so I'm probably wrong...

I think we'll have to fight to spring 'em no matter what...hopefully we can do it quickly (and with no casualties) and get out...

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Sorry, forgot to include this earlier:

Player: Otha
Character: Daedîn
PFS# 239913-6
Faction: Grand Lodge
Day Job: None


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Sorry guys, had a con this weekend, thought I'd be more up to posting, but it didn't work as expected.

I'll be back in position to make posts for story stuff by monday, probably morning. In the meantime, enjoy the freedom to character build, I'm loving what I'm reading.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Sorry for the delay all, glad to be back. :)

As for worries about nobody being good liars, don't worry. Solid story and roleplay will win out over rolls. You may still end up in combat, but it won't be purely because you guys botched a single roll.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

No worries, GM...do either the snake or Drake see Daedin in his hiding spot? Just wanted to know if I might be firing from concealment at either target...


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Nope, drake doesn't come close to seeing you, and the viper doesn't care enough to make the perception check. :)

dice roll:
Drake Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Thanks GM, 'preciate it...I still have to wait until my turn in the initiative order to fire though, right? Still kinda new to combat with a rogue character...


Plunder and Peril Ship 1 Plunder and Peril Ship 2
Daedîn wrote:
Thanks GM, 'preciate it...I still have to wait until my turn in the initiative order to fire though, right? Still kinda new to combat with a rogue character...

You got it. Your reaction time isn't fast enough to move first, and unfortunately since the drake took a surprise round it's not flat-footed from that. BUT it also failed it's perception to see you in your hidey hole near the mast, so it's flat footed to you until you shoot it and reveal yourself. Then you'll either need to flank, find another hidey hole and go hide in it, or make a successful sniper check (-20 to stealth) to shoot the drake without it realizing your shooting it.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Got it. Thanks again...

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24
GM_Starson wrote:

[Dice=Perception] 1d20+8 ; 1d20+8 ; 1d20+8

Whooooooo! Called it close there bub!

Whew, you right 'bout that, boss! Figured with +9 to my Stealth I'd be pretty safe...didn't know I'd have three +8 Perception checks on me when I made that plan...I'd rather be lucky than good...

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Putting up my buffing notes just in case I miss a day. Also can help with people who need to track multiple buffs on their character.

Buffs that last 2 minutes (will do before any short buffs):
- Moment of Greatness (entire party)
- Protection from Evil (Gyrand)
- Magic Weapon (Daedin)

Single target short buffs:
- Inspiring Word (Sp): As std action, inspire 1 creature within 30'. Creature gains +2 morale bonus to attack, skill, ability, and saves for 3 rnds.
-- Daedin before combat, Coetis first round of combat, Gyrand next
-- Note that this combines with Moment of Greatness to give you a +4 on one of those rolls in the 3 round duration. I suggest saving for Will saves or if you have a major, single use striking power.

Group short buffs:
- May do Divine Vessel if enough of the party is grouped up in melee.

Liberty's Edge

Female Human Skald 2 | AC 16 (15) T 10 FF 14 | CMD 15 | hp19/19 (21/21, fast healing 2) | F +5 (+6) R +1 W +1 (+2) | Spd 20' | Init +1 | Kn (Arc, Dun, Eng, Geo, Nat, Nob, Pla, Rel) +2, Kn (His, Loc) +7, Perc -2, SensM -2 | Raging song 10/16 | Spells lvl1 3/3 |

I will also explain some of my abilities quickly for you all.

At the start of a fight, chances are I'll start my raging song (inspired rage). Any ally can choose to be affected by it at any round, and you're not fatigued when it ends. Affected allies get +2 Strength and Constitution and +1 to Will saves. However, they can't concentrate or use most Dex, Int or Cha based skills, just like a raging barbarian.

If an ally affected by my inspired rage fails a save by rolling below 10, assume I cast Saving Finale as an immediate action, allowing the player to reroll and ending my raging song.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Since Daedîn's already up in/by the stables, I won't post this in the IC. If y'all want to search the rest, we can. I just assumed that this is a rescue mission and not an exploration, that since we've got 'em we need to get 'em out quick. Right now, in an attack, we may have the advantage, later on we might not. Also consider the dwarves, they can't fight and will hamper us in a search...and could be hurt/killed if we run into trouble down here. While I don't think we should, if everyone's set on searching down there, we could go back after taking care of the Razmiri awaiting us...

I'm also afraid that every time the GM makes a secret roll, the possible chance for reinforcements increases...and the longer we take, the more he may roll...

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

I'm good either way. I was mostly making the "look for loot" argument vs. the "complete the mission right away" argument. Although, I'd guess that if there were loot, it's more likely hidden in the inn than in this area.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24
Rilmor Kinnon wrote:
I'm good either way. I was mostly making the "look for loot" argument vs. the "complete the mission right away" argument. Although, I'd guess that if there were loot, it's more likely hidden in the inn than in this area.

Yeah, I would normally agree with that. I'm usually a completionist and like to explore EVERYTHING. But character-wise, just can't see dragging the malnourished and injured hostages around looking for loot when our primary (only?) objective was rescuing them...even moreso when the GM starts making "secret" rolls. We weren't given a secondary objective, were we?

Liberty's Edge

Female Human Skald 2 | AC 16 (15) T 10 FF 14 | CMD 15 | hp19/19 (21/21, fast healing 2) | F +5 (+6) R +1 W +1 (+2) | Spd 20' | Init +1 | Kn (Arc, Dun, Eng, Geo, Nat, Nob, Pla, Rel) +2, Kn (His, Loc) +7, Perc -2, SensM -2 | Raging song 10/16 | Spells lvl1 3/3 |

I'm trying not to pay too much attention to the GM's secret rolls, but I was pretty much thinking the same for the rest. While the unexplored rooms are intriguing and might give us a second way out, our focus should be to get the prisoners out of here as quickly and safely as possible.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Yup, I'm totally fine with getting the prisoners out safely. I was mostly throwing it out there in case people weren't thinking about it.

If there aren't any other objections, I'll do the buffing as documented above just before we head out.

Tactically, I'd suggest ganging up and taking out the leader first.

Grand Lodge

Male Half-Elf Sorcerer (inactive)

I know the drill with skalds; I'll probably have to give the benefits of the rage song a miss.

I kind of like casting those 'spell' things! :o

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24
Rilmor Kinnon wrote:
Tactically, I'd suggest ganging up and taking out the leader first.

I was thinking have most of the party go after the leader...but thought maybe Gyrand and I could take out an enforcer each in maybe one blow, kinda like we did on the docks...if the enforcers are the like the ones on the docks, they'll have crosswbows and they can potentially crit on a 19 or 20...figured we'd want them out of the way so they couldn't support. If we could do it quickly, then it'd be 6 against the cleric in a round or 2. Then again, if we get a surprise round, with a little luck on initiative we may get 2 blows in before they strike...if so, I could try to take on both enforcers and let the rest of y'all tackle the cleric...

I'm game for whatever the group decides...

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Gyrand posted in the IC that he'll take the other enforcer, so hopefully he and I can take 'em out and then join in on the cleric in turn...

Atronia, you've been our leader, so you make the call...when you give the word in the IC, Rilmor can do his spell prep and then Gyrand and I'll start the ball...if we can take out one or both, hopefully that'll distract the cleric and she can be rushed...

Liberty's Edge

Female Human Skald 2 | AC 16 (15) T 10 FF 14 | CMD 15 | hp19/19 (21/21, fast healing 2) | F +5 (+6) R +1 W +1 (+2) | Spd 20' | Init +1 | Kn (Arc, Dun, Eng, Geo, Nat, Nob, Pla, Rel) +2, Kn (His, Loc) +7, Perc -2, SensM -2 | Raging song 10/16 | Spells lvl1 3/3 |

Ahah, yeah, inspired rage isn't the greatest for our group, considering the number of spell casters and all, but oh well, it can at least help Gyrand and I, and I have plenty of rounds per day.

Liberty's Edge

Female Human Skald 2 | AC 16 (15) T 10 FF 14 | CMD 15 | hp19/19 (21/21, fast healing 2) | F +5 (+6) R +1 W +1 (+2) | Spd 20' | Init +1 | Kn (Arc, Dun, Eng, Geo, Nat, Nob, Pla, Rel) +2, Kn (His, Loc) +7, Perc -2, SensM -2 | Raging song 10/16 | Spells lvl1 3/3 |

I'm having a hard time figuring out where the doors are with those yellow circles... Trying to stand close to a door without being in front of another becomes difficult. If I'm in front of a door right now, just move me two squares to the left before we initiate anything.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

By the way, I didn't think we were on position on the map, so I did a best guess starting point for all of us in the stables waiting run out just before the start of the round.

Feel free to move yourself if I didn't put you in a good position.

Grand Lodge

Male Half-Elf Sorcerer (inactive)
Atronia (in Game Play) wrote:
It's only +1 Will. But if we want to discuss this further, we should go to Discussion rather than here.

Quite right. I also didn't have enough coffee in me when I said +2 WILL.

I've played Skalds before, so I should've known better.

Even so, +1 Will is a good boost for most martial types.
Since their WILL saves aren't usually very good.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Upon returning to the Abacus docked on the Glass River with Rakuska and colleagues with them, the team are able to sail upriver with all speed and put Razmiran behind them as quickly as possible. The remainder of the journey to Mendev is uneventful, save for the obvious hostility that now exists between Metella Raugar and Temel Passad. Although the Pathfinders have performed a great service in rescuing the dwarven emissaries, they have also earned the Society a dangerous foe. Razmiran does not forget a slight, and several more priests converge on the Gray Revelation Inn to search for clues as to who was responsible for the daring rescue. The team's efforts to remain secretive may have slowed their pursuers, but it has only delayed the inevitable reprisal.
------------------------------------------------
Congratulations Pathfinders! You Completed the mission!

Success of the mission is as follows-

Primary Success Condition-

If the PCs successfully liberate one or more of the captives in the secret cellar and transport them to Mendev, the mission is a success, and all PCs earn 1 Prestige Point. SUCCESS

Secondary Success Condition-

Sooner or later, the masked priests are likely to find out who was responsible for the attack on Razmiri soil, but the PCs had several opportunities to prevent the Razmiri from identifying and tracking them:

-convincing the Sisters Grymble to accept the PCs’ cover story: SUCCESS! (By 1 point!)

-preventing Holy Ahendile from escaping to report to her superiors: SUCCESS! (She's very con dead with Coetis's final attack)

-recovering the box of hair and blood: SUCCESS!!

Meeting at least two of these criteria earns all PCs 1 additional Prestige Point. BOTH PRESTIGE POINTS EARNED!

Since nobody is scarab sages (Osirian) or exchange (Qadira), those extra boons aren't earned, but I left them on their in case you change your character up before level two into those factions. Otherwise all gold was found and the mission is a total success.

You can get your chronicle sheets here: Glass River Chronicle Sheet And i've reported your success to the lodge.

Coetis, I don't have your pathfinder number, so I'll need that before I can report your success. I'll also be posting this in the discussion area for chatting.

Please feel free to let me know if there is anything i could have done better for this game. I only get better if I know what i did wrong! Compliments are also enjoyed however.

If your intrested, next game I'm gonna be running is Signups are here, and the thread here

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Thanks GM Starson, really enjoyed it! Think you did great, no worries...

I signed up my 3rd-level Ranger for your other scenario...lookin' forward to that as well. Thanks again!

Grand Lodge

Male Half-Elf Sorcerer (inactive)

@ GM Starson:

Thanks for that; that was fun.

I liked the Betty White icons for the Sisters Grymble. An amusing touch, that!

Did we get the day job money in there? It's small change, but it all adds up.
Especially for those of us with a bit of penny-pinching Scottish blood! :D

Just in case you want to add a couple more shekels for that, here's my day job roll:
profession (merchant): 1d20 + 6 ⇒ (3) + 6 = 9

Looks like I was a bit too late for the other game, though.
There's always next time.

Thanks again!

Dark Archive

Male Human Brawler (Snakebite Striker) 1 | HP 13/13 | AC 20 TO 15 FF 15 | F +4 R +6 W +0 | CMD 18 | Init +6 | Perc +4 DV10 LLV

Thanks for running, Starson! Good job. Take care y'all.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 2nd / Ranger 2| HP:98/100 | AC:27 T:18 FF:19| CMB:12 CMD:29 | Saves F:+13 R:+23 W:+7 (+2 vs enchantments) | Init:+14 | Per: +24

Forgot to mention... enjoyed playing with all of you!


Plunder and Peril Ship 1 Plunder and Peril Ship 2
Gwerrmet wrote:

@ GM Starson:

Thanks for that; that was fun.

I liked the Betty White icons for the Sisters Grymble. An amusing touch, that!

Did we get the day job money in there? It's small change, but it all adds up.
Especially for those of us with a bit of penny-pinching Scottish blood! :D

Just in case you want to add a couple more shekels for that, here's my day job roll:
[dice=profession (merchant)]1d20+6

Looks like I was a bit too late for the other game, though.
There's always next time.

Thanks again!

You did get day job money... but yours was 1 gold and you were the only one to roll for it. :P As a fellow scotsman, i understand the penny pinching, and if you really want I can make another sheet with your extra 1 gold on it.

Grand Lodge

Male Half-Elf Sorcerer (inactive)

That's quite alright; I missed that extra GP mentioned.
I'll just tack that massive amount of cash on my HL file. :o

I'm not actually Scottish, strictly speaking, being a Canadian and all.

But I do have a bit of Scottish ancestry.
And I'm a sucker for Celtic tunes too.

Liberty's Edge

Female Human Skald 2 | AC 16 (15) T 10 FF 14 | CMD 15 | hp19/19 (21/21, fast healing 2) | F +5 (+6) R +1 W +1 (+2) | Spd 20' | Init +1 | Kn (Arc, Dun, Eng, Geo, Nat, Nob, Pla, Rel) +2, Kn (His, Loc) +7, Perc -2, SensM -2 | Raging song 10/16 | Spells lvl1 3/3 |

Thank you for GMing this! It was great to play with everyone. There seems to be so many things we didn't find, though. Is it because we didn't explore those other rooms in the basement, or did I miss some details? I'm really curious about this Sapphire Sage thing...


Plunder and Peril Ship 1 Plunder and Peril Ship 2
Atronia wrote:
Thank you for GMing this! It was great to play with everyone. There seems to be so many things we didn't find, though. Is it because we didn't explore those other rooms in the basement, or did I miss some details? I'm really curious about this Sapphire Sage thing...

Because none of you where scarab sage, I didn't bother pushing you to ask any of the dwarves questions that would prompt them to exclaim "By the Sapphire Sage!" and then they'd give you a little tidbit that comes up later in the season if you asked them "Who is the sapphire sage?". It's a fairly fun faction thread to follow, but it doesn't really matter or benefit you if your not part of that faction.

Only thing you missed out on in the other rooms in the basement where the lemure demons that were on patrol... that was what my secret roll was for, was to see if the patrol ran into you while you guys were discussing what to do. Had you gone exploring, you woulda run right into them.

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Thanks for running! It looks like it's a good thing we didn't bother searching the rest of the prison area.

Grand Lodge

Male Half-Elf Sorcerer (inactive)

You got that right!

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