
GM Shady |

Talia, Pip and Teryn can be dealt with now, or over dinner.
The others - you can pick off the list, but (sigh) doing it for you and in the above order:
10am shirt - Soorey's Garments
11am sword - Baccus Smithy
12pm waterskin - Tymek's (general store)
1pm gem valuation - Grellen & Sons
after that alchemist - you'll have to ask around
background on the kobolds - ditto
sage/historian - Bassy, then maybe Cymon
baroness' son - at Devy Manor
We'll play them in order as a series. You can break into groups if you wish, or break and meet up. I'd prefer not to have to run you all meeting the same people but at different times.
Anyone else?

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Garekk has nothing.. as he tags along, he may pick up a few odds and ends, but nothing big..
-Posted with Wayfinder

GM Shady |

If in doubt try the general store.
There is, I should point out, a set of subplots in here (not of my making - they're in the published module) around the internal politics and social dynamics of the town. As a group, you'll be minor celebrities as word of your exploration has got around. If you win over (as opposed to annoy) the townsfolk you'll improve your ability to get things done.
So ... when you arrive at one of these locations, please have someone roll Diplomacy. I'll add in bonuses for good RP, and you can also assist (so figure out who's your best "face").
I'll run them in the open for the two groups, assuming you exchange information when you meet up again.
One last point, I may be out of pocket tomorrow (Tuesday) so please don't worry if there's a posting delay as a result.
Ok, someone in the two groups each post your first port of call, and I'll get it going.

Avogadro the Astounding |

as a point of refernece shady, for the purposes of Avogadro's trait Competitive.
If it was roleplayed adequately would a preemptive aid another roll count as a roll of the skill, giving an additional +1 to the roll?

GM Shady |

Just as a general note, and so we don't get bogged down, some background on this module and how I'm playing it out.
The module involves (per the name) a dragon, and so has a bunch of quests and side quests that gets you up through I think 7th level to be able to play that encounter. It's designed for 4 players so you'll run slightly behind, but that's OK (I'm not that effective at dragon combat anyhow).
The core story/side quest thing actually runs a bit like RPG computer games (Skyrim, Fallout, etc); more so than in most published scenarios/modules. Quests get acquired, typically via rumours for side quests, or in more linear form for full on quests, and over time you'll get the chance to resolve them.
One set of XP bonuses can be gotten for getting the various social factions within Belhaim on your side. I won't be more explicit than this (because I don't want this to feel like a computer game), but it's why I'm suggesting you wander round and act diplomatic.
On the side quests, you'll hear various rumours in town. I've noticed a tendency to, once a rumour has been heard, sit the individual down and give them a tough cross-examination. I've been trying out various ways of telling you the NPC is nonplussed. All they really have is the rumour. I'm happy to add a ton of colour. I could play Dorcas Soorey, or for that matter Talia, all day. You may get a little extra information. But for a character already Diplomacy'd into "helpful", it's unlikely that you're going to carry on getting anything useful, apart from them just trying to seem helpful to you.
Just a thought, hope it's helpful.

GM Shady |

Just further on these urban encounters. I've got a table of potential encounters in town. It's about one full small-typed A4 page in a Pathfinder module, so it's quite lengthy, at least in terms of the number of rows. It includes the map key, the name of the main individual at the location, their religious affiliation, how many other people are there (and race), their initial attitude to the party and (a one word guide to) their general demeanour.
I (laboriously) typed it into a spreadsheet to track and summarise changes. Diplomacy is moving the attitude one way but the conversation may move it back in the other (this has happened at least a couple of times).
I'm going with the flow of where the party wants to go, and what they do when there, but bear in mind what happens when you get there is determined by, firstly, the diplomatic aspects and, secondly, whether your desired outcome was possible in the first place.

GM Shady |

OK, here's another go at fixing an agenda:
gem valuation - Grellen & Sons
lodge re kobolds
sage/historian (can also maybe appraise on plaque) - Bassy, then maybe Cymon
baroness' son - at Devy Manor
apothecary - Xemne
back to inn - speak to the halfling rogue
I think, rather than worry about getting agreement for each one, I will push you through encounters, in a single group, in that order, OK?

Avogadro the Astounding |

Sounds good to me.
Re: Purchases
Waterskin from general store
Weapon from Smithy (paid nothing yet)
Shirts from Soorey
...I think that's it!

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Sounds pretty cool. From your earlier post, I was assuming some sort of historical re-enactment type thing. I take it from this post I was mistaken?

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Now that sounds really cool. And kudos to an amazing wife! Unfortunately, mine can barely boil water but at least she doesn't give me too much crap about my gaming lol.

GM Shady |

Hi, I've had a few nightmare weeks at work (I'll tell you over a drink some time) but think I am back in the saddle now.
Just separately, I'm currently running an interest check on a Midgard campaign. My general practice is to offer slots first to players already involved in existing campaigns. So if you're interested please give me a shout via PM.

Arnon Marquez |

Remember... Kobolds are evil.
So no one wants an "out of towner" come to tell them they are to be "politely asked" to leave the immediate vicinity.
Yes, maybe we will try a diplomatic approach. And very improbably it could work. But do not count on it. And don't brag about it to every person we see.
And very probably we will need to forcefully relocate the kobolds, in this life, or in the afterlife. But they should go, don't make a mistake about it..

Pipernortin |

Oh, I know that.
Pip, however, doesn't really understand the finer points of that whole argument. He's still half convinced the wizard had enslaved them and thinks the only reason they're mad (and evil!) is that they've yet to be paid for good (okay, good-ish) work. Pip is not the wisest gnome. And probably damned close to the most naive.

GM Shady |

Regarding the kobolds - I think any assumptions any of you have are purely assumptions at this point. The imp, if you recall, intimated they were lying to you (but, it could be a double bluff, he's an imp after all)
Regarding the town. Again, I'm running from a spreadsheet of NPCs with characteristics and demeanours. You can adjust their attitude through Diplomacy, but equally can annoy them (some more easily than others). By the way, after a day "word will get around" and the various factions in town will hear about the conversations you've had elsewhere. This will in turn affect your interactions. I'd simply suggest you agree between you on a strategy for dealing with the town.
Finally, you're also assuming the baroness actually wants nothing short of chasing off the kobolds. Bear in mind, she's a politician and you're currently seeing the range of public opinion she's dealing with.

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The way I understand it, we currently have two objectives. The first and easiest, is to sell our gems to the baroness, and the second is to evict/ broker a peace with the kobolds from the quarry. We have even been led to believe they may go willingly. A sideline is to find the druid couple. Is all this correct?

GM Shady |

If you think of it like an open world video game, such as Witcher or Skyrim, where there are main quests and secondary/side quests, then the next step in the main quest is to figure out what to do with the kobolds.
Selling the gems (and plaque) back to the Baroness' son should be fairly easy (assuming no diplomacy mishaps) and isn't really a quest in either category.
For the rest, the module lists about 24 story components for which there are XP rewards. Some of them (3 or 4) are diplomacy related (where, with the 1 step forward, 2 steps back, approach, performance has been mixed; however this is also a function of just getting round the town, and you're doing a good job of that), but let me list the ones you know about:
- The Collapsed Tower - investigated the collapse (done)
- Finding Hunclay - find the wizard and whether he was involved in the collapse (done)
- Finding the druids (side-quest)
- Figure out what to do about the kobolds (main quest)
So as you can see there's a lot still to uncover here, in terms of possible things to do. Some quests (probably the vast majority) only get unlocked as we proceed in the main quest.
I should say I've also introduced some plot elements not in the module, which are designed to link us into subsequent material if/when we finish the Dragon's Demand.

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Rock on. Just making sure I was on track. I know I have not been all that active between school and trying to wrap up the majority of my games.. (Because, you know.. LIFE! lol) But I am actively trying to change that. I have dropped from playing in 6 and running 4 PFS games down to running one and playing in one other than this. Hopefully Things will smooth out and all will be good.

GM Shady |

Just to go back through the plan for the in-town encounters:
- gem valuation - Grellen & Sons - DONE
- lodge re kobolds - DONE
- sage/historian (can also maybe appraise on plaque) - Bassy DONE
... then maybe Cymon ... CAN BE PART OF NEXT STEP
- baroness' son - at Devy Manor
- apothecary - Xemne (this was to check out the acid sample from the dungeon)
- back to inn - speak to the halfling rogue
So ... next step is to the manor, OK? It would be good btw if you guys pushed this rather than me having to.

GM Shady |

Had a message from Garrek's player - due to RL issues he will need to drop out. Unless anyone has a friend they'd like to bring in, I will go get a replacement. I think this group has been pretty strong on role playing so I'd like to keep that up. I assume we want a strong melee character.
I note Pip hasn't posted recently and will chase him via PM.