Torag

GM Poblano Pepper's page

1,099 posts. Alias of Gary Pepper.


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Aaron Shanks wrote:
GM1 wrote:
For us Pathfinder Adventure subscribers who want this special edition instead of the basic edition (which is included in the subscription), what's the procedure for swapping the two so we don't get double charged?
Please email Customer Services to coordinate. It may require you to drop the sub for a month and then resubscribe.

Any chance word of how this would work. Only reason I have held off on Subscribing to the Standalone adventures is I prefer to have the Special editions of these books, because they are beautiful!

I wonder if somehow when you preordered a special edition it would override a subscription for the regular edition like it does when you setup a subscription and you have preorders already. Would be cool if it worked like that.


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Huzzah! What a wonderful bunch of great authors. Fantastic work all of you.


Huzzah. I think I may have to give this one a try.


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numbat1 wrote:
Welcome back, Poblano! I've missed you around here.

Thank you Numbat I have missed it myself.


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Lady Ladile wrote:

Poblanooooooo :D

Good to see you again :)

Thank you Milady. It is a pleasure to see familiar faces and dare I say I believe you have a fancy new name tag (Well At least new to mine eyes) Congratulations on the jump into VO fun.


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numbat1 wrote:
I'd also ask our regulars to be aware that there may be a higher than usual ratio of new players or new to PbP players finding us and I ask your assistance in welcoming and supporting them.

Although not so regular as many of the others I figure now would be the time to come back into the fold of things and offer what I am able. Weather it be a table to our newly arrived PbP players or just as Numbat has said a "Tally-Ho" and welcome.


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GM Screen:
1d20 ⇒ 17

As Dragox attempts to speak under his breath to the party, the half orc gets an unexpected response "Ye get use ta the smell." can be heard from the rather nautical hovel. In a few moments time a wretched creature, more skin and bone than meat. His flesh clammy and gray in places, one of his eyes is clouded over with a white film, and his clothing is caked with filth. His breathing is raspy and gurgling and smells of bad meat. He is plagued by a wet, hacking cough as he shambles over to the toy boat. Picking it up he admires the rather crude looking boat lets out a huff and tosses it to the side of the warehouse and shambles back in.

"Not worth my time." echos from inside the hovel.


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JP I am loving this Party CPA we got going on!!! It's a wonder.


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The party is able to secure a small meal nothing of which is akin to the food and comforts of the Pig's Paunch of Absalom but it is enough to fill the hole as it were. Being Pathfinders the meal is on the house. Which you all have come to find out means it is literally on the house, House Hiedmarch, where the tab is being sent to be paid.

While getting your fill of food you are able to garner some information about Fenster the Blight. He is as unsavory as denizens of Magnimar’s most notorious slum get. He has lived in Underbridge for decades, although he’s changed homes many times over the years. His current haunt is a partially collapsed warehouse on the shoreline, in a particularly filthy stretch where tidal currents often cause the filth and refuse of the city to collect in stinking clots along the shore. The smell alone is enough to deter most persons.

Having arrived at the warehouse your team canvases the area and you all see in the corner of the dilapidated building, a sort of crude shelter having been fashioned from rowboats, one or two of which might still be almost seaworthy, and timbers leaning against the warehouse’s frame. The entrance to this hovel consists of a pair of skiffs leaning against each other to create a triangular “arch” from which a moldering remnant of a ship’s sail, its colors have long since faded from history, hangs like a curtain.

Sitting next to the entrance is an old sea chest with a broken lid. A sign leans against the front of the chest— Written in very poor Taldan stating “LEEV A GIF' AND WATE OUTSID.” A dented tin platter sits on the ground before the sign.

What will you do?


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A little Shopping montage could happen between your next story step.

It is a large city so a few stores are available. You can sell back any items you wish to sell or exchange any Gems you have found no problem. Seem JP has the Sell prices already in the Loot log.


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Bumble "Fidget" Rumbleberry wrote:
I will be at a conference for work next week (M-F) with very limited time to post. There should be a Bot Me spoiler in my profile (please let me know ASAP if it is missing or empty) that you can use to bot me if any actions are waiting on me.

Bot Me looks easy to follow.


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Flash Back: Back at the Tavern
As Bumble Questions the man about his motives he shrugs "Everyone knows where there are disappearances and 'Slavers' there will be Pathfinders quick on the trail to find those missing and those who are committing the crime." Pluto smiles at bumble wickedly "Just saw an opportunity to make some money and fame with my bosses, since I was here in Magnimar city of Monuments home to The main Pathfinder Lodge of Varisia." you can almost see the venom dripping from his teeth as he mentions the Lodge.

At the Watch

As Jean-Pierre and Merry questions the whereabouts of the Tower Girls Kasadei scrunches her face a little responding "That could be a problem—tracking down any of the Sczarni gangs is tricky normally, but as far as I know, the Tower Girls themselves have recently changed their headquarters." She pauses to call out to those walking patrol wanting an update. Hearing a simple "Nothing to report." reverberates off the stone building back.

"No informants have yet been able to update the City Watch as to their new headquarters, but I do know that a few months back, the Tower Girls had a falling out with another Sczarni gang, The Wreckwash Blades. For several weeks after that, rumor was that the Tower Girls were slumming it in an abandoned warehouse in Underbridge that they shared with a disreputable local by the name of Fenster the Blight—he 'might' know where the Tower Girls, or perhaps Natalya, are located now."

Kasadei provides your team with directions to this particular warehouse.

DC 20 Sense Motive:
You are able to note that Kasadei bristles slightly when talking about the recent disappearances.


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Kasadei confirms "Natalya Vancaskerkin is known to the city watch—she’s a petty burglar known to run with the Tower Girls. Natalya having vanished is news to me and the watch—she hasn’t been picked up by any patrols, in any event. you get the feeling Kasadei’s not surprised that Natalya’s disappearance hasn’t been reported, "The Sczarni tend to try to solve their own problems. If anyone knows more... it would probably be the Tower Girls."


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Your ward thoroughly frightened by the way your squad has taken him into custody with such fluidity and grace. He resigns himself and stops speaking further choosing now to keep his lips tightly shut seeing as he is only angering the Paladin, Merry.

Blaze relieves the man of his affects piling them about the area so another may fetch them. The items of value he pulls are two potions of cure light wounds, a potion of cure moderate wounds, two potions of invisibility, a masterwork dagger, six darts, a pouch with 35 Gold Pieces and an even larger surprise am amethyst worth 250 gold pieces by its self.

GM Screen:
1d20 ⇒ 18

Plutivarch Dremis looks to Tristan and gives the man a big knowing smile, his lips curling at the corners, but says nothing.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The Arvensoar looms in the southern part of the city, high above the districts of Lowcleft and Naos. The tower itself is about 400 feet tall, with the lower portion built into the side of the Seacleft that splits the city in half. The watch officers stationed at the Arvensoar have busy schedules as you can see as those on duty move about with a fervor to get the job done.

A busy watch officer who nonetheless tries her best to make time for concerned citizens approaches you seeing that you have Plutivarch Dremis bound in ropes. "What brings Citizens such as yourselves to The Arvensoar tonight?" she greets with a knowing smile as she looks over Dremis. Seemingly a rhetorical questions the Varisian woman pulls a pouch from her belt loop and throws the pouch it to one of you holding tight to 'Pluto's' leash.

"I am Watch Officer Kasadei. On behalf of the City Watch I would like to thank you for bringing Plutivarch Dremis to us so late into the night." grabbing the lead from you she removes the rope and binds the mans wrists in manacles, calls out to another member of the city watch and orders the prisoner be placed into a holding cell to be booked. "Now that, that is out of the way, is there anything else you need of me this evening?"


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"I was not going to sell you to the Aspis per say more along the lines of turn you over to my Aspis superiors." looking quizzically for a moment. "You did not hear me? I said there were no slavers. It was all a ruse, a lie, a bluff." Still giving Merry a quizzically look the man still stays very still not trying to make any sudden moves.


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"I admit it was all a ruse! There are no actual Nidalese slavers." he begins to look grave and worried "I was trying capitalize on the vanishings for my own personal gain. I invented the rumors of slavers so as to get you alone and capture you." smiling slyly "I couldn't help but see the riches I could get from the Aspis bosses if I brought in a group of Pathfinder fresh off the boat."

As you question him about that disappearances he shrugs saying in wry voice "Talk to the city watch. They’re the ones who are supposed to be watching over they city, after all—shouldn’t they know why citizens have been disappearing?" While this answer might feel insincere—the advice he gives seems sound enough.


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GM Screen:

1d20 ⇒ 3

Noticeably beginning to become terrified at the possibility of more persons entering into the establishment the man begins to look around all wild eyed.

Dropping to his knees he casts the dagger to the side and holds both of his hands together "p..pp...please... spare... mmm.mm..me. It was a lie, a ruse, a trick to lure you here. Spare my life and I will do anything." the man pleads for his life snivvling the whole time snot beginning to run down his face.

DC 13 Knowledge Local:
The sniveling man before you is Plutivarch Dremis. You recall seeing a wanted poster in the local taverns posted by the City watch at The Arvensoar. The man has a bounty on his head in the amount of 100 Gold pieces for various minor crimes. The bill posted stated to apprehend him alive and turn him over to the City Watch.


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Blaze Darkstone wrote:

Thanks GM!

So as most of you have noticed, Blaze tends to jump into action. Which is good, he's the scout and social skill support staff. Ain't gonna be useful hiding in the back afraid to talk!

Anyway, you'll probably see a lot of Aid Another attempts posted pretty quickly when we have social encounters. He will try to do his best to 'read the room' when choosing between Diplomacy, Bluff or even Intimidate. But that doesn't mean I nor he wishes to prevent alternate options from coming to play.

Skill progression wise, he is planning to get Diplomacy up to an Auto-Aid. He will eventually do the same for Bluff and get at least a point into Intimidate, though won't ever have Auto-Aid for that due to size penalties.

No Problem.

Hey don't be knocking the size. I have a plucky little halfling that can demoralize anyone he wishes. :)


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Nothing to be missed but a theatre of the mind at this point in the story, to which I love how descriptive all of you are!!

With Blaze leading the charge drawing on some squad leader skills he motions for the Pathfinder to move into the run down tavern. each of you rush into the room one after the other, weapons at the ready to stop the slavers and get your questions answered.

GM screen:

Jean-Pierre: 1d20 + 8 ⇒ (10) + 8 = 18
Blaze: 1d20 + 6 ⇒ (19) + 6 = 25 +1 traps
Bumble: 1d20 + 1 ⇒ (18) + 1 = 19
Dragox: 1d20 + 6 ⇒ (2) + 6 = 8
Tristan: 1d20 + 7 ⇒ (10) + 7 = 17
Merry: 1d20 - 1 ⇒ (16) - 1 = 15

1d20 ⇒ 1

As the dust settles you all notice lurking in the far corner of the tavern’s main room failing at his attempts to hide from your view is a man. The man wears once-fine noble’s clothing, clearly having been worn daily for weeks and carries a wickedly curved dagger, this too is not in the best of condition, in his hand.

The mans sudden shock as his deceptions used to obfuscate himself having failed horribly. Clearly Bumbles Ghost Sounds have caused the man some stress he stands poised and ready to attack. looking as if he is waiting to see your actions.


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You are most welcome to use anything of mine you wish to.

This goes to all of you should you wish to use. This includes the other maps I have put together in the Need a map? link in my crunch.

Move along post coming up shortly.


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Blaze makes his way up to the window silent as death themselves and begins peering through the grim covered window. Blaze notices the light inside the tavern is not coming from a hooded lantern but that of a small glowing ball seemingly floating in the air.

DC 10 Spellcraft:
Through your Arcana lore you know for a fact that floating glowing ball originates from the casting of a Dancing Lights spell.

GM Screen:

1d20 ⇒ 19
1d20 ⇒ 12
1d20 ⇒ 6
1d20 ⇒ 4
1d20 ⇒ 6
1d20 ⇒ 20


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Sounds good to me Blaze.

A you all begin to hunker down and perform your own means of hiding in plain sight so as not to attract attention the sun sets and proceeds into the night.

As the next day approaches none of you see anything out of the ordinary accept all of you notice what appears to be the dim light of a hooded lantern inside the tavern precisely at the stroke of midnight.

GM Screen:

Perception
Jean-Pierre: 1d20 + 8 ⇒ (15) + 8 = 23
Blaze: 1d20 + 6 ⇒ (15) + 6 = 21 +1 traps
Bumble: 1d20 + 1 ⇒ (9) + 1 = 10
Dragox: 1d20 + 6 ⇒ (14) + 6 = 20
Tristan: 1d20 + 7 ⇒ (20) + 7 = 27
Merry: 1d20 - 1 ⇒ (17) - 1 = 16


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With but a single gold coin gracing his slick palms once more, Zograthy states rather flatly "Natalya was, at least until recently, a member of a Sczarni gang known as the Tower Girls, a group of cat burglars.
They are themselves searching for Natalya, and word is that when they find her, she’ll be in deep trouble. I do not know exactly what is going on with them but I have heard them say that Natalya went mad before her disappearance."
as he utters his last statement he goes back to moving the cards about the table and readjusting himself.

Clearly Zograthy has nothing more to give to you.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Having succeeded in tracking down rumors of Nidalese slavers as the possible culprits behind Natalya's disappearance your group sets out sniffing for rumors and here say which reveals a fruitful rumor of a pick-up for one of these slave runs has been scheduled for this very midnight at an old, boarded-up shoreline tavern in Dockway.

Making your way over to Dockway locating the tavern as the sun begins to fall into the ocean is fairly easy. The tavern was once known as the Puffy Pelican—a faded painting of a fat pelican still graces the facade of the empty building, and the building’s back features a half-collapsed wooden deck that hangs over the high-tide mark. A preliminary investigation of the building during the mid afternoon reveals nothing out of the ordinary—the tavern truly looks abandoned, and bears no signs of having been used recently.

What shall you do?


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As Jean-Pierre begin shelling out each Gold coin from his money pouch Zograthy's eyes shine even brighter than Bumble's had just earlier this day. Licking his lips as each coin clinks into his palm he then holds up his hand as the fifteenth Gold Piece chimes in. "Your Compatriots are quite right and I do feel generous today." Pocketing the fifteen gold pieces he begins to answer your questions.

"So you are wanting to know about Natalya ehh." Leaning forward in his chair the Varisian 'Fortune-Teller' states in a hushed tone "I can confirm that she hasn’t been heard from among the Sczarni. Many folk along the waterfront, both here in Beacon’s Point and over in Dockway and Underbridge, have been disappearing of late—a few each week, in fact, with many simply vanishing out of their very beds at night. I suspect that Natalya is among those who
have disappeared in this manner, and [b] he bitterly adds [b]"as long as only poor Varisians and other destitute folk are being targeted, the chances of the city doing anything about the disappearances is nil."

"Although I do know that this is not a Sczarni plot—indeed, the Sczarni seem quite interested in solving the vanishings themselves,
but they are not seeking aid in this effort. If anything, it’s harder to contact actual Sczarni leaders these days than it is
normally. The leading theory on the street is that the vanished folk are the victims of slavers who then secretly sell them offshore at night to Nidalese ships,
Zograthy snorts "But I do not put much stock in such rumors.

"You can say that is about all I know of Natalya." however as you begin to leave, Zograthy clears his throat yet again and extends his empty palm one more time.


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Photo: Amazing Zograthy

The Varisian man looks taken a back as if Merry's statement slaps Amazing Zograthy across the face. His moment of shock passes Zograthy leans back in his rickety chair and says, “Aaaah...Secrets! Perhaps my greatest trade!” He then flatly demands "That will be Fifty Gold Pieces for any answers you seek." He coughs quietly to clear his throat and extends a firm hand.


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The old Varisian Man holds out a hand as you ask for Secrets of the Multiverse, smiling he says "Just a treble fist of gold 15GP for these secrets." he pats his pocket with his other hand.


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I have unlocked the dossier should you wish to make changes or add anything to it.


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Lead 1: The Amazing Zograthy
Washers’ Row is a tangle of open-air washhouses,
launderers, and Varisian wagons and tents—while the bulk of those who live and toil here do so in the laundry and tailoring industries, there are some who practice other trades, such as the Amazing Zograthy.

DC 15 Knowledge (local):
You seem to recall hearing some rumors among the citizens of Magnimar that Washer’s Row is also primarily a front for one of Magnimar’s larger Sczarni gangs, the Washside Wringers.

As you approach the street fair you are able to see towards the southern end of Washers’ Row, a tattered banner hanging over the entrance to the small side street advertises “Professor Callivario’s Stupendous Exhibition of the Outrageous and Sublime.”

Beyond this overly exuberant advertisement is a squalid setup consisting of little more than a series of rundown sideshow booths and carts with assorted games and amusements of the meaner sort.

To one side, urchins pitch pennies at lily pads floating in a small, scum-covered fountain while a bored carnie looks on. Nearby, the sound of cats hissing and fighting arises from behind a cart where a small crowd of ne’er-do-wells has gathered to cheer and place bets.

Everywhere lurk faces pinched with suspicion or hunger—expressions worn by carnival workers and visitors alike. This is not the sort of place to be careless with a coin pouch.

Speaking to a stooped old barker with a retching cough, you are quickly pointed to the abode of the "Amazing Zograthy, Seer of the Dark is right down that way." A small, well-patched tent crudely painted with mystical symbols and decorated with chicken bones and other oddments. Within the stuffy, cluttered tent is a table covered in blue velvet stitched with moons, stars, and arcane symbols. A dusty crystal ball and a dog-eared harrow deck sit upon it. Behind this table sits an aged, bald, Varisian man with threadbare purple robes and piercing eyes—the one and only Amazing Zograthy!

He gestures broadly and states in a tremulous voice, “The Amazing Zograthy sees all and knows all. A double fist of silver for a turn of the cards or a vision in the crystal; a treble fist of gold for the secrets of the multiverse.”

DC 20 Perception or a DC 12 Heal:
Looking Zograthy you are able to notice the telltale signs of pesh addiction.

-=-=-=-=-=-=-=-=-=-=-=-=
His prices are 10sp for a turn of the cards or 15 gp for the secrets of the multiverse.


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Listening to each of you provide your own commentary to the situation at hand Shiela cannot help but smile reaffirmed that she has the right selection of Pathfinders gathered here to complete the mission.

"I of course want you to begin your investigations as soon as possible; but, I understand if you need a little more time to equip yourselves further. To that end I will give you an advance per your request of Two-Hundred Fifty Gold Pieces to help your setup. Now should you fail your assignment, and I hope you don't, you will need to repay back the advance immediately." as if it's a drop in the bucket Sheila throws a bag of gold onto the table in front of those of you gathered here. "You might also find some extra work to be done in the midst of your mission feel to check on the Recent Requests Board Slide 5 in the main hall."

Sheila continues to further explain. "Now unfortunately I do not know much about Natalya, other than that the woman approached us, the Pathfinders, and offered to be a sort of double agent among the Sczarni. As the Pathfinder Society has recently forged alliances with the Sczarni in many cities throughout the Inner Sea region, I knew that having a member of a Sczarni gang as a double
agent could be useful."
Sone of you know the Sczarni have yet to fully earn the trust of the Pathfinder Society, after all.

"Unfortunately, one of Natalya’s conditions for entering this alliance with the Pathfinders was that she wanted to retain a good amount of anonymity and autonomy, so she’d be free to handle things as she saw fit. It is clear that Sheila now realizes that agreeing to these terms may have been a mistake—but until she knows more, she’s not willing to write off Natalya as a traitor.

Before you leave, Sheila can gives your team some
information about the Sczarni.
"The Sczarni have been a part of Magnimar from the start—they’re not the most dangerous or powerful of the city’s criminal organizations, but they are the most visible. The Sczarni generally don’t involve themselves in particularly violent crimes, and in many cases in Magnimar, they actually help to protect and police less fortunate neighborhoods, and as such are often well regarded by the lower-class.

"There are six major Sczarni gangs in the city: the Creepers, Doolun’s Lads, the Gallowed, the Tower Girls, the Washside Wringers, and the Wreckwash Blades. The Gallowed being the most powerful Sczarni family in the city.
When Natalya initially approached me with the offer of serving the Pathfinders as an informant, she engaged the aid of a man known as the Amazing Zograthy, a Varisian who keeps a permanent tent and fortune-telling business in Washers’ Row in Dockway—specifically, at the end of a narrow alley that serves as a permanent street fair.
taking a brief pause Sheila looks to you all waiting for you to suggest some of the information.

DC 14 Knowledge (local):
You can recall that The Amazing Zograthy often works as a sort of middle-man between Sczarni and outsiders, but he
expects gold in payment for his services.

Sheila has little more information for you,
unfortunately—"However do be careful as there are rumors of Nidalese slavers prowling the streets of late, and if these are true, being
abducted by a slaver in the middle of the night would certainly explain Natalya’s absence. She might even have been picked up by the city guard for some reason, in which case a visit to the Arvensoar, the garrison for the city’s
watch, might yield some clues. Beyond this, I can offer nothing more but wish you lot luck.


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No worries TBD. Have fun and enjoy it. Sad I will not be able to attend this year.


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Merry the Unreliable wrote:
Do we have that money from the puzzle box to distribute and use?

Yes, the garnets can be "converted" as you make a purchase while within this larger city.

However, I am working on the move along post right now and you might have other options available shortly.


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Jean-Pierre de Suis wrote:

I have taken the liberty of putting together a loot sheet, which I have linked on Jean-Pierre's profile.

As always, let me know if anyone wants to claim anything :-)

Awesome job JP!

Blaze Darkstone wrote:
GM, how do you handle weapons and armor related to size in this game? And re: the silver dagger, is that an alchemically silvered dagger with the -1 to damage or something else?

That is a very good question and I probably should have given guidance before.

If a mundane/non-magical item is given/found it is sized for a medium creature. This goes for mundane/mundane/non-magical weapons and armor as well.

If an item is magical in nature or by enchantment the item will resize itself to fit the intended user after the attune themselves to the item. Such items that will Back to the Future resize are +1 dagger, +1 armor, ring of feather fall, etc.

Attuning is done by spending an uniterupted hour with the item.

Silver weapons are of the alchemical silver variety which gives the -1 penalty to attacks.


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Sorry for the delay folks. Life in all is wonderful glory decided to throw hard mode at me for a few days.

With your teams musing back and forth along with a few moments of finagling the "combination lock" the paradox box begins to open as the runes representing the word "LUCRE" shine across the surface of the cube.

As it begins to open, however, the signs of the magical trap begins to activate....

Blaze swipes his finger across the inside of the box breaking the glyphs inscription and the summoning spell that nearly finished fizzles out with a pop and poof of green smoke.

Looking inside the box you all see it is mostly empty, yet still contains three garnets worth 50 gp each, a masterwork silver dagger, and a ring of feather falling.

Sheila and Koriah return to the room having heard the loud *pop*. Sheila remarks aloud to those present "I cannot believe we have been leaving such a possible dangerous item unattended here in the study."

Sheila bids farewell to Koriah; the half-elf bows to the group as she leaves and wishes you all luck in your endeavors as Pathfinders. Once Koriah has left, Sheila speaks further “First, allow me to apologize for that unpleasantness regarding the Paradox box—but it does provide an excellent object lesson.
The life of an adventurer is not one for the weak-hearted. That you not only took care of the ancient magical trap but also got the box open in the first place is all the confirmation I need that my gut was right—you’re the perfect group for the job I have in mind.

“You see—I’ve recently had trouble with one of my informants here in Magnimar, Natalya Vancaskerkin. She’s a half-Varisian who recently approached the Pathfinder Society with an offer to serve as a street informant. She runs with the Sczarni—I’m not sure with which group. A week ago, Natalya sent me a cryptic hint that her gang was on the verge of uncovering an item that would be of great interest to the Society. Since the Sczarnis’ methods of uncovering something often involves an armed robbery or breaking into somebody’s personal chambers, we thought it prudent not to press for further details and instead wait to see what it would produce. Suffice it to say, she hinted strongly that it pertained to Thassilon, and promised to meet with me to discuss this find three days ago.

“She never kept that promise—instead, she seems to have simply vanished. Initially, I assumed that the acquisition of this item was simply taking longer than expected, but now I’m hearing rumors that the Sczarni are looking for her as well.

“It seems likely that Natalya has absconded with this item she’s discovered. And this is where you enter, my friends. I want to know what it was that Natalya and the Sczarni found. In fact, I’m more interested in that than in what happened to Natalya herself. For now, I’d like to keep all of this quiet—if you can find out what happened to Natalya without letting a lot of people know she was also working for me as an informant, that would be preferable—that’s a big part of why I’m coming to you, as new members of the Pathfinder Society, with this task. You don’t yet have a reputation in Magnimar, and as such, the lowlifes and criminals you are likely to encounter may be more likely to talk.

“So... go out there and look for Natalya. Find out what happened to her, and to this item she and her gang discovered. If you can secure the item, all the better—bring it back to me and I’ll have a reward of 500 gold pieces for you. And if you can bring Natalya back alive for me to speak to, I’ll double that!”


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Merisal The Risen wrote:
Sorry dm I was trying to work out the backstory and was having a brief read of the blood of the city novel to try get a feel of the derexhi and found I now know too much and I'm struggling to see where my character would fit given the set up described therein. Should I stick to the loose bones of magnimar city of monuments splat book and ignore the novel or do I just go with my first plan of half elf bastard with another city family and ignore the derexhi story.

Feel free to play the way you wish to play your character I will roll with it.


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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
In order to open the box you will need to put in the correct combination of letters in the word CRUEL to open the box. We will need some skill checks, Linguistics or Raw Intelligence. Each check represents ten (10) minutes of work to try and open the box. You may each make a total of six (6) checks.

It is infact trapped as Blaze can confirm, however, if unable to disable you may have to contend with the trap.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


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Having been left with the both daunting and enviable task of cracking the secret of this paradox box and learning its method of opening.

Sheila’s meeting with Koriah is expected last for another hour, giving the Pathfinders a fair amount of time to puzzle out the paradox box’s method of opening. Looking over bauble, shaking the box, moving it from one face to another (since it has no obvious top), and listening at the box’s sides provide no clues to its contents.

Koriah’s notes are an invaluable resource, the first scroll lists translations of the significant runes on the box—one of the most oft-repeated symbols was the rune for “wrath” which, Jean-Pierre also makes note, is associated with evocation magic, and in the earliest days of Thassilon with the word “kindness.”

Her notes indicate that this rune merely marks the box has having once belonged to a citizen of the Thassilonian nation of Bakrakhan, and
that the rune likely has little to do with the method of opening this particular paradox box.

Another of Koriah’s scrolls lists a few other key
observations—the key observation being that five of the box’s faces are identical, but on one face, several additional runes appear. Jean-Pierre points out "These runes spell out the word 'CRUEL'.”

Koriah has correctly deduced that this word is somehow linked to the box’s mystery. She’s also noted that each of the individual runes in the word can be reorganized by touching two runes at once—doing so causes the two touched runes to exchange places for an hour before reverting to their original spelling of “CRUEL.”

In effect, this paradox box is locked with a clever
combination lock, although since there are no moving parts, it cannot be cracked via Disable Device as Blaze states in frustration at attempting to fiddle with the none existent fiddly bits.

Bumble in his sheer excitement of being given a puzzle studies the word “CRUEL,” and exclaims out to the party "The key might be hidden in an anagram!!!"

As Bumble begins to press the letters in glee at trying to figure the code out Blaze stops his fellow gnome as he notices the signs and symbols that a Magical Trap has been placed on this box that will trigger upon opening. However, as it is an ancient magical trap his current skill at disabling these types of traps is falling a bit short. He does however realize it may summon something or someone.

@Blaze you may make one more attempt to disable if you so choose.

@Bumble I thought I saw you had Detect Magic instead of ghost sound already ;)


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This chamber is the lodge library and study. The walls are lined with bookshelves, while several tables in the middle of the room are heaped with scrolls and books. One table in the center, however, supports only a single object— an ornate cubical stone coffer covered with Thassilonian runes. "Please have a seat around the table," Sheila asks.

"I apologize for the delay, as I must conclude my business with Pathfinder Azmeren before we meet. In the meantime, though, I thought you could help us with another minor issue. This stone coffer is an ancient Thassilonian puzzle, a cunning feat of magical engineering known as a paradox box. As you’ll see from even a casual investigation, what appear to be seams on the sides are only shallow grooves—there’s no obvious way to open the thing. Each paradox box has its own secret method of being opened. Essentially, a paradox box substitutes hidden catches and magical triggers for a lock. Given time, anyone clever enough could figure out how to open a paradox box, just as given time, a locksmith can open any lock. This particular box was among those items recovered by Koriah—the scrolls next to the box are her preliminary notes on possible triggers or methods of opening it, but she’s not yet had a chance to sit down and properly investigate the thing. So... why don’t you put your heads together and see if you can’t do that for me?

Even if the box is empty, as I suspect it probably is, knowing the method of opening it makes it a valuable find anyway. I’ll return shortly, and I hope to see that box open! Think of this as an audition, if you will—because the actual task I want to speak to you about soon will require as much wit as it will brawn!”


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After pleasantries have passed between these freshly confirmed Pathfinders' two women step into the room. The first the group is immediately recognizable as none other than Lady Sheila Heidmarch, while the second none of you immediately recall who it is is. In an unusually deep voice and with a no-nonsense attitude Lady Heidmarch speaks, "Thank you for answering my summons and arriving promptly," She then introduces an attractive half-elven woman, "My prior discussions with Koriah have stretched longer than I anticipated." this woman is dressed in leather armor and armed with a distinctive-looking mithral-and-redwood aklys (a hooked club attached to a cord) and a bastard sword (both weapons are currently sheathed or hanging from her belt).

DC 18 Knowledge (dungeoneering or
local):
Thinking back on your training in Ansalom's Grand Lodge you recognize the half-elven woman is Koriah Azmeren, one of Varisia’s most famous Pathfinders and a well-renowned expert on the Darklands.

Sheila continues to speak "Koriah has just returned from an expedition to the Darklands below Varisia, having successfully scouted out a new, but relatively minor, route down to Nar-Voth from the Fogscar Mountains.

Sheila goes on to explain "Koriah has returned with a surprising number of Thassilonian artifacts from this expedition, and I must spend a few more moments discussing the implications of this discovery with Koriah.

My apologizes for the further delay," the Venture-Capitan pauses for a moment as if in thought. She then asks "Please those of you gathered here and Koriah please accompany me into the adjoining room."


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As directed in the letter you all arrive at Heidmarch Manor at the eleventh hour where a footman greets you again asking you to wait a moment. "Lady Heidmarch is finishing up a meeting and will be available momentarily. Thank you for your patience and understanding."


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It ate my edit from Last night. Please feel free to introduce yourselves in character and describe your characters as much or as little as you wish.


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Having recieved new orders requesting you meet at Heidmarch Manor, you arrive early this morning hoping to impress your news Venture Captain with promptness. However, upon stepping foot on the grounds each of you are met by a footman at the front gates advising you "Please wait in the barracks on the far side of the grounds there." the footman also presents you with a missive on stiff parchment that reads:
Greetings, fellow seeker of adventure!

I am Sheila Heidmarch, Venture Captain of
the newest Pathfinder Society lodge—and the only
such lodge in Varisia at this time. You have come
to my attention as someone who possesses a
certain amount of skills and interests that make
you an excellent addition to a highly specialized
team I’m putting together for a matter of grave
import, not only to the Society, but to Varisia
as a whole. Please report an hour before noon
to Heidmarch Manor—you will be compensated
for your visit, but that reward will pale in light
of the riches that await you should we come to
an agreement on my proposition to you. I look
forward to meeting you soon!

•—Sheila Heidmarch


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Alright looks like we are good to go. I will get a post up here shortly and get our journey under way.


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Tristan Beowulf Derexhi wrote:

Was going to go with the disinherited scion of Taldan family so will go for the free suit of splint mail cheers

Now need to think why he was disinherited. Possibly picked the wrong side in the crimson throne malarkey. Or at least a different side to that his family chose.

Alabaster Outcast is a good one

Maybe he did not want to follow in line with his families morals. Wanted to be able to freely think for himself rather than how the rest of his brothers and sisters feel.

Or just that he wanted to go travel, adventure and enjoy his life?

That is all your call :D

Welcome TBD


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Blaze Darkstone wrote:
I could have sworn I dotted and deleted my Pete H. in gameplay, whoops!

Enh things happen. No worries It just means we had a NPC randomly show up in the beginning opening credits Scrawl.


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Bumble "Fidget" Rumbleberry wrote:

That looks like a great SOP. I also like to include something about which way to go when there are multiple options so we're not continuously stopping for the GM to ask which door to take. I like the Rule of Left.

Bumble has dancing lights and torches. I'll pick up some splash weapons as well; thanks for the reminder.

It makes sense to carry cold iron arrows (for archers) and a cold iron backup weapon. They're so cheap it's usually easy to do, even with starting gold.

Double the Gold and Double the Carnage


noral wrote:

Hello,

I would also be interested in season 6 or 7 run. This would be standard mode, correct?

Thanks a lot.

When I am Able it would be either Standard or Core pending what everyone is looking to play... might even run both. It all depends on bandwidth.


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GM Poblano Pepper wrote:

Alrighty Folks here it is.

If you are interested in joining up for an adventure through the Shattered Star Adventure Path in Core Campaign Mode. Character Level starting at first you can put your name into the proverbial Hat at the link below.

HAT

Drawings will be done on Monday 04/29/2019 around Noon PST.

Congratulations

Will the following two players please check in to the discussion thread for [PFS Core: Campaign Mode] Shattered Star 61-66.

Miteke and Marisal the Risen

If you do not check in by Tomorrow at 5PM PST/PDT your name will be dropped and we will move to the next round of drawings.

Thanks again.

For those of you interested in a Full run of Season six or Seven please hang tight as I wish to get this campaign underway first and then I will put a signed up/lottery for it soon should my bandwidth allow ;)

Cheers!
~Poblano


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Alright Folks did the drawing of Names from a Hat and the two who were randomly chosen by dice roll are

Miteke and Merisal the Risen.

PMs have been sent and I am posting in the Lodge to advise.


The following players have placed their names into the hat of chance and will now be given the chance to secure a seat at the Table.

A Roll of the 'dice' of seventeen sides will be done to find round out the party.

01 Lysle
02 Bruno Romero
03 Abraham Z.
04 Banesama
05 Massee
06 Irish202
07 Tealk
08 Helikon
09 miteke
10 pjp
11 Merisiel the risen
12 MorphiusLink
13 Knight of Rust
14 TriShadow
15 CaiMac
16 GM Sapphire Fox
17 Qstor

Now to Roll
Seat 1: 1d17 ⇒ 11
Seat 2: 1d17 ⇒ 9


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Blaze Darkstone wrote:
GM, how do you prefer to handle skill checks that can take Aid Another?

The humble dwarf smiles "Greetings Blaze Darkstone! Finder of Traps and tinker extraordinaire."

Once we have the last two spots open I was planning on doing a bigger post with some information like Skills, Standard Opening Procedures, Auto-Aids and the like.

But I tend to err on the side of if someone has a hard +9 in a skill they will be put on a list of Auto Aids I keep, everyone will be able to view, that when reviewing a post of a player and their roll is not quite high enough I will consult my list and "Bot" the Aid another if needed.

If Everyone posts a same/similar roll I will take the highest and others will be turned into aid another's (So long as they meet the DCs)

I very much prefer Spoilers on rolls as well.
If you have something you only wish for my eyes I prefer PM as it is easier to ensure no bias at the 'table'.

P.S. I love the dynamic the table is turning out to have. You are an amazing group of players so far and can only see how much fun we will all have.

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