
|  Bo Goh Twang | 
 
	
 
                
                
              
            
            To be clear, Bo has already agreed to make the exchange as long as Torch will also provide the information about whom ever the inside person is from the ministry.

|  Raynor Cordite | 
 
	
 
                
                
              
            
            To be clear, in-character Raynor is impatient and wants an answer at this point, unable to parse the individual subtleties of each Pathfinder agent gathered here. The man is a ship's captain and is used to be the voice of God among his crew. Pathfinder teams where people argue with one another, make snide remarks at one another, or just waste time plain and simple tire him to no end, but he will endure as long as he wears the Pathfinder hat i.e. until the mission is over. Out-of-character I think your imposed condition is intriguing, but I doubt Torch will go for that! :)

|  Nergi Khalka | 
 
	
 
                
                
              
            
            Nergi folds her arms, looking annoyed. "I'm not. but what should I do, beat it out of him?"
She looks at Torch with a nasty look. "I don't approve of this, old man. But if you wish to include unspecified favours in the proposed deal, I will add a clause of my own. If I find out you used this situation in a, by -MY- definition, nefarious way; I will find you and remove your knee-caps with a dull, rusty spoon."

|  Raynor Cordite | 
 
	
 
                
                
              
            
            Raynor winces at the halfling's promise of torture, trying to gauge how serious her promise is. Conscious that some problems could arise for the Society when Torch cashes in his favor, Raynor is confident that the organization has the funds and means to weather such adverse effect with minimal or no personal injury for any of its members. Grandmaster Torch's reputation and his previous numerous missions as a Pathfinder had resulted in the man's intimate knowledge of the Pathfinder Society's inner workings, it seemed, and no doubt a future favor was for him much more valuable than 3,000gp.
Raynor also notes that the Grandmaster had requested a favor from the Society, the organization, and not the individual members: this denoted a certain amount of professionalism in the man, in that he apparently took none of this personally. To devolve to personal threats or paying the man with one's own funds was the trap here... something that could ultimately be much more dangerous for the parties issuing the threat than whatever Torch's cost would be to the organization down the road. Similarly, paying for the information could bring some personal liability into the mix. To represent the Society based on agreed terms and conditions, and perform some dangerous missions for the organization while the Decemvirate remained within the safety of their walls, was fine for Raynor. However, he thought, the Society was not the be-all and end-all of life down here in Golarion, and greater, more important things mattered in the long run. The Society cared little about poverty, for instance, or the depredation and damage inflicted by pirates along the coastlines of the Inner Sea...
"Now, now - people. Let us all remain calm and collected. A steady hand at the helm is what the Society requires. Not all of the Pathfinder Society's ventures need be profitable - some will come at a certain cost to the Decimverate. There is no need for personal threats. Any information provided by the Grandmaster here will be recorded and filed in our reports, and if the information he provides enables the success of this mission, we will report it as such. Likewise, we will file a report on the favor sought by the Grandmaster: on behalf of the Society we will accept the information in exchange for a future favor by the Society. Any future dealings between the Grandmaster and the Society will be a matter of discussion for another time and another place. Grandmaster, the information please? time is of the essence..."

|  GM Erich | 
 
	
 
                
                
              
            
            The Grandmaster pays attention to the conversations as the two half-orcs prepare his massage table. He doesn't exactly looked concerned. In fact, he looks a bit... pleased. He nods at appropriate times during everyone's impassioned speeches. Not with any note of condescension, more as a proud father. Finally, he lifts himself up onto the table with a muffled groan and pained face.
"It is good to see that the Society is well represented by all demeanors. Every decision that you take must be carefully considered, options weighed, motivations challenged."
One of the half-orcs empties a vial of salve into his broad hands and rubs it together, smacking them together with a loud slimy clap. Torch raises his finger.
"Not quite yet. Let us finish with our friends here. I have the word of future cooperation from some of you.. which is good enough for me at this juncture. As for the others, you will find what I am about to tell you to be impeccable and perhaps in the future, you will be more trusting of me as an ally. All I ask, is that you knock before entering my room, or you may suffer the safe fate as poor Mister Chaim. Besides, if you wish to kneecap me, halfling, just know that my lower extremities are in twice as bad of shape as my upper half. Good luck finding them. But about that information you seek."
Almost by telpathy, the other half-orc enters the room with an iron box and lays it next to the Grandmaster. He opens the combination lock deftly and pulls out a sheet of paper and hands it to the paladin. On it are written four names:
Nasir Tandir
Viraj Arpani
Buri Buri-Ban
Saldin Marafi
Torch's eyes meet Bo's "I'm afraid I have nothing to say about the original seller. I'm sure that knowledge exists somewhere. Be good Pathfinders and it might present itself."
The half-orc mumbles in a hushed tone. "Sir, you are .. drying out."
Torch smiles at his guard/attendant. "Of course. Now if I may, a little privacy. Unless you have any other questions about the names?"

|  Raynor Cordite | 
 
	
 
                
                
              
            
            "We were told that him and his associates congregate in the bath house here. Do all the people on your list do their business here or are there other locations you're aware of?"
Leaning closer to the Grandmaster, Raynor also whispers. "Any hint you may also have on the Secure Markets location would be appreciated."

|  Raynor Cordite | 
 
	
 
                
                
              
            
            Diplomacy: 1d20 + 12 ⇒ (17) + 12 = 29

|  GM Erich | 
 
	
 
                
                
              
            
            The information-broker considers Raynor's words carefully. "I suppose I could be of more assistance..."
Torch lays down on the table and scans the ceiling as if consulting a vast library. In reality, he is recalling the pertinent information from his own steel-trap mind.
“Well, let's see, Nasir Tandir is a jowly fellow who runs a warehouse in the Overmarket near Candlewood and Zephyr. Viraj Arpani tends to hang round the Overmarket too — he’s new in town, but he’s unmistakeable. He’s Vudran and covered with little bells. Buri Buri-Ban’s a Garundi fellow — pretty beefy. His favorite café fronts on Sengali square and Saldin Marafi has a shop in the Secure Market. It’s toward the back in one of the more secure nooks. Good luck getting in there. It’s a market for the paranoid — no weapons allowed in, anti-magic field, the whole works. I guess the sort of people who set up shop there would be buying so many guards and security measures that the license seems cheap in comparison. Of course, they tend to keep guards around anyway — big bruisers who don’t need weapons.”
The Grandmaster rolls over on his stomach and loosens his towel as the half-orc begins to gingerly rub in the restorative salve. With his head and mouth elongated by the flat table, Torch gives out one more piece of advice. "When you do find them, keep the statues in a thick bag and don’t let your arcane friend there hold them when he practices his art. Bad things will happen.”
If anyone questions what exactly will happen, he simply responds "Bad things."

|  Raynor Cordite | 
 
	
 
                
                
              
            
            "Thank you Grandmaster. This is much appreciated. In fact, if you ever need discreet passage anywhere in the Inner Sea, you and both of your warriors here can use my cabin for the trip. Just send word to my First Officer Tolbin - a strong halfling man of experience with a blue coat and tricorne hat - he has the ship on a four-hour notice to sail as we speak."
About to turn and leave, Raynor adds one more things, "I take it you meant that the paranoids' market's entrance is at the back of Buri Buri-Ban's favorite café yes?"
Note: we need to buy thick bags and if I understand correctly, non-casters should carry the statues if/when we find them.

|  GM Erich | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            "Two different places, one is north of the Central Market, the other south." Overview map has newer locations on it

|  GM Erich | 
 
	
 
                
                
              
            
            If there are no more questions, who do you want to track down first.

|  Nergi Khalka | 
 
	
 
                
                
              
            
            "Hey Torch!", Nergi watches to see if the man reacts to her in any way, but speaks out all the same. "I'll remember you. You remember what I said earlier. Oh - and if you don't care about your legs, I'm sure you have other places that hurt."
She slowly backs off to see if he says something, then leaves the bathouse and waits outside, thinking about reasons one could have to cover themselves in bells.
I don't mind where we go first. Anyone has a preference?

|  Raynor Cordite | 
 
	
 
                
                
              
            
            Raynor suggests to the others we start at the nearest location i.e. Saldin Marafi in the Secure Markets, then move on to Nasir Tandir and Viraj Arpaniis in the Overmarket near Candlewood and Zephyr. Finally we can then visit Buri Buri-Ban in Sengali square.

|  Khouri Saltbeard | 
 
	
 
                
                
              
            
            Khouri has no preference, and when Raynor makes his suggestion, the dwarf nods along. "What do you think he meant about 'bad things' happening if we hold the statues while practicing magic. Do we know anything about these statues?"

|  Bo Goh Twang | 
 
	
 
                
                
              
            
            Accepting of their new course of action, the archer does not offer input as to which person to track down first. He seems quite content just to be back on the move.
Find the men, talk to the men, find the statues.

|  Raynor Cordite | 
 
	
 
                
                
              
            
            "No idea, but I'd err on the side of safety and make sure they are transported by a non-practitioner. Who among us cannot cast spells at all?" asks Raynor.

|  Bo Goh Twang | 
 
	
 
                
                
              
            
            Perception: 1d20 + 22 ⇒ (13) + 22 = 35
Seeing no obvious holy symbol or spell component pouch, Bo simply points at Smarmy, "That one."

|  GM Erich | 
 
	
 
                
                
              
            
            It is hard for Nergi to discern whether Torch's slight smile as they leave the room is due to the half-orc working the cool lotion into his permanent scars or to his begrudging respect for her strong words of dissent.
-----------------------
Looks like the secure market first
The secure market is a remarkably simple concept. A large citadel tower forms the whole of it, with no windows or doors save for a large entrance that faces the Central Market to the north. Within that entryway are several portcullises that form multiple waiting areas. Within each stands a cadre of guards, each set tasked with clearing potential entrants. Several banners hang touting the same phrases in several languages: No weapons beyond -- No magic support -- Fair and safe trade for all
Entering the secure market will require a choice, surrender your weapons or hide them (sleight of hand) and hope for the best

|  Raynor Cordite | 
 
	
 
                
                
              
            
            Raynor surrenders all weapons and strolls in for inspection.

|  Khouri Saltbeard | 
 
	
 
                
                
              
            
            Bowing to the sanctity of the market, which should not operate under fear of force or coercion, Khouri surrenders his weapons without comment, although he is reminded of a wedding he attended recently where all the weapons had to be peace-bonded, and how he had wished they were not.

|  Smarmy | 
 
	
 
                
                
              
            
            Smarmy will make a big deal of surrendering his battle axe, plus a few other weapons, complimenting them on their security measures.
At the same time, he fails to mention forgets that he also has a silver dagger hidden away.
Sleight of Hand: 1d20 + 11 ⇒ (14) + 11 = 25
Technically, the silver dagger is a letter opener! Acquired from the Paracountess herself.... during First Steps II
Should he get spotted, of course, it was just an oversight, and he will apologize profusely for his forgetfulness... he of course meant no harm to anyone, an honest mistake! (Bluff: 1d10 + 15 ⇒ (8) + 15 = 23)

|  Bo Goh Twang | 
 
	
 
                
                
              
            
            Woefully, the archer hands over his lovely longbow, Aetherwing. Bo will keep his quiver unless it is mandatory that must be surrendered as well.

|  Bo Goh Twang | 
 
	
 
                
                
              
            
            I will also use a charge of Mage Armor off of my wand before entering the marketplace.
Should I be attacked, be aware of the attack (not flat footed) and have an immediate action available, I will use Snake Style. This will require a new roll for each use of an immediate action. Just rolling this one in case something happens (not that there will be a fight in here). 
NEW AC/Sense Motive {Snake Style}: 1d20 + 22 ⇒ (16) + 22 = 38

|  Nergi Khalka | 
 
	
 
                
                
              
            
            The halfling surrenders her 'arsenal', but gives a stern look to whoever stores it away. "Those better be here when I get back."
She takes a while to unstrap her armor, and proceeds in 'civilian' clothing.
Afer being reassured about getting her posesssions back, the halfling asks away. "So who's in charge here? Suppose a girl wants to set up shop in this place - who should I talk to?"

|  GM Erich | 
 
	
 
                
                
              
            
            As Nergi starts to remove her armor, the guards put up their hands and in broken common advise "Armor stay on. No weapons." They pass everyone's tagged weapons through the bars to a holding area. It is evident they treat your items (especially the magical ones) with a sense of care and all of the tables are nearly filled and closely watched by the guards therein. Smarmy gets by the gauntlet without incident, but they do ask for the quiver from Bo. They also ask that Phranklin be left in a holding pen at the entrance.
Another guard overhears Nergi's questions, approaches and speaks to her directly, as her arsenal is tagged and secured. "To sell here you must obtain a stall license. But is no easy task. Unless you find someone within who is willing to transfer theirs, wait time for new one is measured in years and pounds of gold. If you are truly interested leave your name and home city at the gate when you leave."
You do notice that the guards retain their weapons and as you peer further into the market, so do several of the stall merchants.

|  Raynor Cordite | 
 
	
 
                
                
              
            
            Raynor discreetly gives a gold piece to the nearest guard and politely asks the guard to lead him to Saldin Marafi.
Diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30

|  Nergi Khalka | 
 
	
 
                
                
              
            
            Nergi points to the weapons surrounding them. "I thought this is a weapon-free area.", she tries to chat up one of the guards, and observes his face for a reaction.

|  GM Erich | 
 
	
 
                
                
              
            
            The guard looks at Raynor's coin and huffs cheerfully. "No need, sir. You seek Saldin's Spices. It is that way, near the back, in a secluded alcove." and gestures a clockwise direction around the tower.
----
The guard continues to inspect new arrivals as Nergi hangs on. "For the visitor, it is. A toothless dog does not often bark. But we do allow the vendor and their personal guard to defend themselves. We do that - because it works. There are very, very few incidents. The rest we handle." and pats the sword at his hip.
He seems to be truthful, albeit trying to hurry you all along.

|  Raynor Cordite | 
 
	
 
                
                
              
            
            Raynor heads for Saldin's Spices. On the way there he attempts to inquire from a few struggling vendors whether their licenses would be for sale or not, or whether they'd be willing to transfer it in exchange for favors or services.
Diplomacy to Gather Information: 1d20 + 12 ⇒ (16) + 12 = 28

|  GM Erich | 
 
	
 
                
                
              
            
            As the group moves into the secure market proper, most of you feel a bit strange but can't quite put your finger on it.
Despite Raynor's charm, none of the vendors along the way wish to part with their licenses.
---------------------
Before too long, you come up to a stall at the back of a narrow notch in the edge of the Secure Market with a brightly colored banner reading "Saldin's Spices of the World" stretched across poles purple dots that also hold up the stall's canvas roof.
A smiling man steps forward as you approach. "Greetings travelers. In the mood for Golarion's most fabulous spices today?" He wars a fancy rapier at his waist, and it looks like there are a few upscale guards with scimitars and studded leather, flanking the shop.
New Map available, place yourself along the eastern edge.

|  Raynor Cordite | 
 
	
 
                
                
              
            
            -4 to AC
"Saldin Marafi? please to meet you kind Sir. I am Captain Cordite of Taldor and I would be indeed interested in exotic spices, the kind we do not often encounter in our glorious but spice-deprived nation. I may also have a few things to discuss with you if you have time today, but for now, let us see what you have."
Diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20

|  Nergi Khalka | 
 
	
 
                
                
              
            
            Nergi walks in, and lets Raynor do the spiel for now. She looks around for signs of large statues being moved through recently.

|  GM Erich | 
 
	
 
                
                
              
            
            No statues are immediately visible in the stall but sitting in plain sight on the table is a lacquered box. There are also numerous urns and vases of a cinnamon colored spice and a nice spread of food adorns one of the tables.
The merchant nods a bit as Raynor speaks, then shakes his head and looks to the guards. "Now, why didn't you tell me why you are really here... THIEF!?" He draws his rapier and steps to Bo awkwardly.
to hit: 1d20 + 6 ⇒ (1) + 6 = 7
Nergi Init: 1d20 + 0 ⇒ (4) + 0 = 4
Smarmy Init: 1d20 + 2 ⇒ (17) + 2 = 19
Khouri Init: 1d20 - 1 ⇒ (20) - 1 = 19
Raynor Init: 1d20 + 0 ⇒ (8) + 0 = 8
Bo Goh Init: 1d20 + 8 ⇒ (18) + 8 = 26
Red Init: 1d20 + 7 ⇒ (10) + 7 = 17
Blue Init: 1d20 + 0 ⇒ (6) + 0 = 6
Purple Init: 1d20 + 0 ⇒ (8) + 0 = 8
Orange Init: 1d20 + 0 ⇒ (12) + 0 = 12
Round 1 - Full Round - Bold may go
Red
Raynor
Bo Goh
Khouri
Blue
Orange
Smarmy
Nergi
Purple
Correction: guards have quarter-staffs, not scimitars. Don't forget your own limitations with magic being suppressed and all.

|  GM Erich | 
 
	
 
                
                
              
            
            Derp! When I placed my attack roll in, it shifted all the initiatives. The listing in the round order is the original one, so we will go with that.

|  GM Erich | 
 
	
 
                
                
              
            
            The scenario is somewhat explicit! The poles holding up awning stalls can be used as quarterstaffs, though it takes a full round action to detach them from the awning. On the tables, a couple of pieces of machinery (including smallish ones) make serviceable, if unwieldy clubs and can be used as improvised weapons. Lastly, the spice itself can be a weapon. PCs can scoop up a handful of spice and make a ranged touch attack as an improvised weapon with a maximum range of 5 feet in order to potentially blind an opponent.

|  Raynor Cordite | 
 
	
 
                
                
              
            
            Can ready my sanctified darkwood heavy shield +2 and just make shield bashes with it? geez... Raynor was really NOT expecting to fight here, as this might be important for his faction! this is not good... depending on who the guards will side with...
Raynor notice how the man stumbles ahead awkwardly, and looks at his eyes to see if something ain't right...
Sense Motive: 1d20 + 1 ⇒ (11) + 1 = 12
Not really believing what's happening, Raynor raises his hands up high and takes a full withdraw action to walk backwards away from the stall, while saying, "We come in peace Saldin! we have three business proposals!!"
Diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26

|  Nergi Khalka | 
 
	
 
                
                
              
            
            Hah! Please tell me this fellow also sells kitchen utensils with that spice. Time for some Fork of Truth action.

|  Bo Goh Twang | 
 
	
 
                
                
              
            
            The monk easily sidesteps the awkward attack. He responds by quickly slapping man's wrist and rapier in opposite directions in an attempt to disarm the merchant without harm.
Disarm vs CMD (flank): 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Sense Motive for AC vs the AoO: 1d20 + 21 ⇒ (13) + 21 = 34
No Imporved Disarm, so the attack will provoke.
Forgot about my cloak of resistance, so my saves are all one lower at the moment.

|  Khouri Saltbeard | 
 
	
 
                
                
              
            
            Once Bo has (probably) disarmed the merchant, Khouri steps in and grabs the unarmed man, holding him fast until his allies can figure out what the heck is going on.
"Attacking customers is just not good business. Abadar disapproves greatly." says the warpriest with a grimace.
Grapple (not improved): 1d20 + 5 ⇒ (20) + 5 = 25
Khouri's saves are also affected, as his his AC which reduces by two in the anti-magic field.

|  GM Erich | 
 
	
 
                
                
              
            
            Saldin tries to prevent the quick blow but it is too late and the rapier drops to the ground. A moment later, Khouri has a strong hold of his left arm.
"Don't just stand there, you fools!" The merchant shouts out.
The two closest guards close in on the group and whack the aggressors with their quarter-staffs as if swatting flies, but only harming the dwarf.
Saldin's AOO attempt: 1d20 + 6 ⇒ (19) + 6 = 25
Blue attacks Khouri: 1d20 + 1 ⇒ (19) + 1 = 20
Orange attacks Bo: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17
Blue Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Round 1 - Full Round - Bold may go
Guard <Purple>
Saldin <Red>
Raynor
Bo Goh
Khouri -8 hp
Guard <Blue>
Guard <Orange>
Smarmy
Nergi
Stairs are wide enough to not be difficult terrain.

|  Smarmy | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Hmm... I can't see anywhere the limits the distance on using Bluff to feint... soo.
"Oh my! There's no need for violence, someone might get hurt!" Smarmy says, as he looking anxious towards the last guard, doing his best to look like an easy unarmed target!
Going to Feint the purple guard as a move action, then ready an attack to stab him, if he gets close enough.
Feint vs purple guard: 1d20 + 15 ⇒ (19) + 15 = 34
As the guard comes near, he tries to look fearful, and harmless, carefully concealing the dagger sliding out of the spring-loaded sheath on his wrist.
"Sir?... are you alright? Sir? You don't look well..."
As he gets close, suddenly Smarmy thrusts the knife between the man's ribs, in a quick, almost imperceptible motion.
Melee vs ff blue guard: 1d20 + 8 ⇒ (13) + 8 = 21, for 1d4 + 2 + 3d6 ⇒ (2) + 2 + (1, 5, 4) = 14 damage.
"Oh dear, this man appears to be hurt!" He cries, with feigned concern, pretending to try to help him, using the motions as cover to try to conceal his weapon beneath his clothing once more.

|  Nergi Khalka | 
 
	
 
                
                
              
            
            The halfling gets a hearty laugh when she is accused of thievery, and looks at the man with a steely look: "You damn hypocrite!" What follows makes her lose the smile, though, and she runs at the guard attacking Bo. She attempts to force the guard's weapon out of his hands.
And I guess I will keep it for now. Don't have improved disarm, so the man gets an AoO vs AC 19.[/ooc]

|  GM Erich | 
 
	
 
                
                
              
            
            smarmy's bluff: 1d20 + 15 ⇒ (1) + 15 = 16
sense motive: 1d20 ⇒ 15
AOO on Nergi: 1d20 + 1 ⇒ (16) + 1 = 17
break free of grapple: 1d20 + 5 ⇒ (17) + 5 = 22
Despite the lack of sway in his request, the guard falls for Smarmy's bluff and is cleanly gutted, slumping against the wall and sliding down with a trail of blood. Nergi deftly steals the guard's quarter-staff which now wobbles over her small frame. Saldin uses the chaos of the melee to break free from Khouri's tenuous grasp and tries to retrieve his sword. that provokes from the two armed foes nearby - Bo and Raynor (shield)
Round 2 - Full Round - Bold may go
Saldin <Red>
Raynor
Bo Goh
Khouri - 8 hp
Guard <Blue>
Guard <Orange>
Smarmy
Nergi
Guard <Purple> -14 hp unconscious

|  Raynor Cordite | 
 
	
 
                
                
              
            
            Raynor attempts to grab Saldin, "Do not go for the sword, Sir. Torch recommended your services to us - do you want to disappoint him?"
AoO grapple check: 1d20 + 13 ⇒ (20) + 13 = 33
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting) or lose the spell.
"I recommend you stand down, Sir, so that we can continue our business like gentlemen! come now... we are all professionals!"
grapple check to pin: 1d20 + 13 ⇒ (2) + 13 = 15

|  GM Erich | 
 
	
 
                
                
              
            
            @Raynor you can't grapple as an AOO. You could shield bash, trip, or sunder. Go ahead and keep your rolls and tell me what you want to do with them instead.
 
	
 
     
    