#7-03 The Bronze House Reprisal


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Dark Archive 4/5 5/55/5 ** Venture-Lieutenant, Spain—Mirande de Ebro

I have a strange dude.

In the start game, Lady Sheila Heidmarch dismisses the servant. “Thank you, Jardan. Welcome, friends. "

More late, in the C8. cells
Creatures: The first cell holds a distraught young man named Jardan Viskeni (N male Varisian human expert 2) who works as a servant at Heidmarch Manor. Jardan recalls going to market a week ago and seeing someone who looked like him before blacking out.
I do not fit the times.
If the hostage is the second.
who is first named in the presentation?

4/5 5/55/55/5 *** Venture-Lieutenant, Minnesota—Minneapolis

Furansisuco wrote:

I have a strange dude.

In the start game, Lady Sheila Heidmarch dismisses the servant. “Thank you, Jardan. Welcome, friends. "

More late, in the C8. cells
Creatures: The first cell holds a distraught young man named Jardan Viskeni (N male Varisian human expert 2) who works as a servant at Heidmarch Manor. Jardan recalls going to market a week ago and seeing someone who looked like him before blacking out.
I do not fit the times.
If the hostage is the second.
who is first named in the presentation?

I assumed that the servant they met in the manor was a spy taking over Jardan's identity. The real Jardan was rotting in the cell -- the man he saw was the spy that took his place.

Dark Archive 4/5 5/55/5 ** Venture-Lieutenant, Spain—Mirande de Ebro

BretI wrote:
Furansisuco wrote:

I have a strange dude.

In the start game, Lady Sheila Heidmarch dismisses the servant. “Thank you, Jardan. Welcome, friends. "

More late, in the C8. cells
Creatures: The first cell holds a distraught young man named Jardan Viskeni (N male Varisian human expert 2) who works as a servant at Heidmarch Manor. Jardan recalls going to market a week ago and seeing someone who looked like him before blacking out.
I do not fit the times.
If the hostage is the second.
who is first named in the presentation?

I assumed that the servant they met in the manor was a spy taking over Jardan's identity. The real Jardan was rotting in the cell -- the man he saw was the spy that took his place.

I thought the same, but I've not seen any more references to the servant aside from treating other evidence.I found strange and I wondered if it could be used for something else.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Furansisuco wrote:
BretI wrote:
Furansisuco wrote:

I have a strange dude.

In the start game, Lady Sheila Heidmarch dismisses the servant. “Thank you, Jardan. Welcome, friends. "

More late, in the C8. cells
Creatures: The first cell holds a distraught young man named Jardan Viskeni (N male Varisian human expert 2) who works as a servant at Heidmarch Manor. Jardan recalls going to market a week ago and seeing someone who looked like him before blacking out.
I do not fit the times.
If the hostage is the second.
who is first named in the presentation?

I assumed that the servant they met in the manor was a spy taking over Jardan's identity. The real Jardan was rotting in the cell -- the man he saw was the spy that took his place.
I thought the same, but I've not seen any more references to the servant aside from treating other evidence.I found strange and I wondered if it could be used for something else.

Creatures: The first cell holds a distraught young man named Jardan Viskeni (N male Varisian human expert 2) who works as a servant at Heidmarch Manor. Jardan recalls going to market a week ago and seeing someone who looked like him before blacking out.

I think it is even spelled out more in the scenario. They saw someone named Jardan in the manor. They found someone named Jarden who looked the same and was kidnapped a week ago. One of them is a fake, one guess as to which one...

Dark Archive 4/5 5/55/5 ** Venture-Lieutenant, Spain—Mirande de Ebro

The only theory I can think is that spies are closer to Society than it appears xD

Silver Crusade 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hrm. Any advice from previous Bronze House GMs on how to keep this beast on track? I've signed up to run this in a third slot (out of 3) with a hard stop after 4 hours (4.5 if I'm lucky) as the venue closes for the evening.

Grand Lodge 5/5

Pathfinder Adventure Path, Rulebook Subscriber

What is the evidence for the arson, other then the alchemist fire/wine. It seems like a bit of a cognitive leap like either one person (possibly a character with a prediction for fire) or doesn't, there doesn't seem to be a lot of sign posts and clues that I can gather (or I've missed something)

4/5 **** RPG Superstar 2013 Top 4

There are a few other things that point to the conspiracy.

arson clues:
There are the lists of Pathfinder allies, the manifest indicating the shipments, the stored message in the secret room off of Sloan's chambers, the captive being held by the Apsis, the actual bottles in the warehouse, and the use of the Jeggare wine specifically.

That's off the top of my head. I hope that helps.

Silver Crusade 4/5 5/55/55/5 RPG Superstar 2013 Top 8

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Terminalmancer wrote:
Hrm. Any advice from previous Bronze House GMs on how to keep this beast on track? I've signed up to run this in a third slot (out of 3) with a hard stop after 4 hours (4.5 if I'm lucky) as the venue closes for the evening.

Don't let the first part drag out (give it an hour tops). Give them a hard real world time limit for planning their assault on Bronze House (say 30-45 minutes). Explain to the players that the scenario has the potential to run extremely long, and you are doing this because you have a hard stop time.

Grand Lodge 5/5

Pathfinder Adventure Path, Rulebook Subscriber
Erica Loppnow wrote:

I wrote a whole irish drinking song to Cayden Cailean, in case someone wants to hum something for the first part. :3 I've put it in spoiler tags because it is long.

** spoiler omitted **

If players are curious, they can do a roll perform, local, or religion to determine it's a common Cayden Cailean...

So I ended up belting out this little diddy for the table, and I think it made for a somewhat memorable encounter. I don't actually know the the tune of the song you based it off, but I've enough experience with drinking songs to realize, that most drinking songs are sung by those who don't know the tune, and belting and word stumbling makes it more authentic. Many laughs around the table, and I raise my glass to you.

</me wanders off humming Cayden Cayden Cayden Cayden Cailean...>


Hi all,

I'm just about to run this in 2 ish hours.

Is it me or are a lot of the DC of skill checks missing? Especially in the earlier parts, it tries to make Diplomacy harder by making the skill + 10, however it does not give me the DC.

For example, on Page 13, it says the DC to convince Melnat to reveal information is +15, however I cannot find the base DC at all.

4/5 **** RPG Superstar 2013 Top 4

The NPCs starting attitudes are listed in the Creatures or Development entries for each area, which gives the baseline DC from the Diplomacy skill rules. For quick reference the DCs for their starting attitudes are:

Low Tier:
Chauncy (Hostile): DC 25
Chauncy (Indifferent): DC 15 [If you convince him you're Aspis]

Melnat (hostile): DC 26
Alexei: (Unfriendly): DC 19

High Tier:
Chauncy (Hostile): DC 26
Chauncy (Indifferent): DC 16 [If you convince him you're Aspis]

Melnat (hostile): DC 26
Alexei: (Unfriendly): DC 19
Nalme: (Unfriendly): DC 20

Melnat has the additional +15 modifier to request information because of the risk to her as you noted.

Hope that helps! have fun!

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

So in my play through as well as my run, the party was unable to stop Melnat from fleeing. I'm curious how to play it out if my table decides to bluff their way in as a delivery, since Melnat would have reported the site being overtaken.

Does the alarm get raised as they show up, or should they get the chance to bluff? Marla did get to report in, so Melnat should know the wagon is lost.

4/5 **** RPG Superstar 2013 Top 4

Per the Response Time sidebar on p. 15, allowing Melnat to escape reduces the city guard response time delay by 2 minutes. That's the only mechanical effect.

I wouldn't automatically fail their infiltration efforts. If nothing else, Melnat is fairly gun shy about dealing with Pathfinders, and likely gave a very brief report and left town. She's very aware of the high mortality rate for Aspis agents who fight to the death with Society members, and has no desire to join that statistic.

More thematically, I might have the PCs see Elysi checking wagons and chewing out lazy guards to watch out for when those meddling Pathfinders make their move or have the guards holding very rough police sketch drawings of the PCs as they looked during the raid on the smugglers. This shouldn't affect their check DCs or anything, but just let them know the Aspis are on alert. I might have Elysi act a bit more tactically in combat with them if Melnat gave her any clues about the PCs' abilities.

I'm glad people are still getting to play this one. Having Chauncey sing Erica Loppnow's ballad in part 1 is one of my favorite GM experiences :-)

Grand Lodge 4/5

Pathfinder Adventure, Rulebook Subscriber

Yeah, mostly they bumbled around and hurt themselves.

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