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Pilfering around the room, you manage to fine a few old banners made of rice paper that will work easily enough. Not blankets but close enough to fabric that it should be fine.

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I'm going to say to try to wrap it around the statue's head and blind it, it's probably going to be a "Dirty Trick CMB check".
Being made of stone, fire will probably not help you, and might truly suck if it breaks free and begins to attack. Use at your own risk.
So what's the plan, someone blind it and everyone else run by?
The area behind the statue has a single doorway, covered by a large drape, making it difficult to see beyond that point.

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"I have an edge that might make this easier." Arovandeon says as readies the blanket in one hand and a wand in the other. "Everyone prepare to run by."
Stepping to the side, he aims down the wand, activating the magic within, then hurl the cloth over the statue's head.
Wand of True Strike, then Dirty Trick
CMB plus True Strike: 1d20 + 20 ⇒ (2) + 20 = 22

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Nice. Assuming people are just going to run by, I don't think we really need Init, but let me know if anyone wants t do anything extra.
As soon as the banner enters within about 10ft of the Animated Object training dummy, it springs to life, it's many arms swinging about mechanically. It seems to have some issues "not computing", unsure where to move and not having a target, so it swings wildly.
The Monk says "He is beyond", as both fall into a position along the wall to wait.
The part manages to rush through with no issue, with the exception of Arovandean and Hagrym, who simply can not move fast enough. After everyone else has gone through, the Dummy attempts to free itself.
CMD vs 22: 1d20 + 2 ⇒ (17) + 2 = 19 <almost>
Unable to free itself, everyone manages to make it in through the curtain, to what lays beyond.
Zamir’s Chambers
This room is nicely decorated and comfortably furnished, unlike the rest of the complex. Cushioned chairs create a comfortable sitting area, and a large tapestry depicting a battle of dozens of dervishes in a bright yellow sandy desert adds color to the room. The air is scented with cinnamon and trophy heads and animal skins decorate the floor and
remaining walls. To the East and West (up and down on the map), are two more areas, both blocked off with a thick curtain preventing you from seeing past them. From the western room, you can hear nothing, but from the Eastern room, occasionally the clicking of claws on stone, deep breathing, and some sort of artificial clanking sound, as if some where working on something alchemical or clockwork.

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Moving the curtain back, you see a man sitting at a desk, working on a partially deconstructed Scepter of the Archlords, and looking a bit angry that he can not seem to be able to activate it. Laying at his feet is a large hunting cat, who spots you instantly and gets ready to pounce. This alerts Zamir to your presence immediately, who drops what he is working on and begins to stand and cast a spell.
Go ahead and roll Init for me. Everyone gets a Surprise Round
Zamir: 1d20 ⇒ 4

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Init: 1d20 + 2 ⇒ (11) + 2 = 13

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Init. 1d20 + 1 ⇒ (7) + 1 = 8
Hagrym activates his Justice judgment, and pulls his sword, preparing for the upcoming battle.
+1to attacks.

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"Zamir, I presume?" Arovandeon calls quickly. "We come from the Pathfinder Society and would prefer to discuss your future rather then make you history."
Not sure if it's too late, but Arovandeon's still going to try to talk him down.
Initiative: 1d20 + 2 ⇒ (17) + 2 = 19

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But I'll edit it to this instead.
Looking confussed, he says "I am Zamir. I'm not giving you the Scepter of the Archlord, Pathfinder. However, I am also interested in the future, especially my future. . ."
Please give me a Diplomacy or Intimidate check.

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"We are not interested in the scepter. To tell you the truth, I was informed that it is a forgery. What the Society would like is a resourceful ally rather than a thorn in its side. We know the Aspis Consortium is courting you, but they will always take the dragon's share of any loot you obtain, and someday they will likely decide your treasures are more valuable than you are. The Society desires knowledge over wealth and a partnership with us will only grow stronger over time."
Diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17

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ini: 1d20 - 1 ⇒ (7) - 1 = 6

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Im going to hold off on the init order until theres an actual combat. Kwep your rolls and roll if you haven't.
"And why should I believe that a your precious Society doesn't just want my Scepter or to steal my secrets? Hum? How can I trust your words, and more importantly why should I join the Pathfinders? Whats in it for me?"
So this one calls for a total of a certain amount of either Diplomacy or Intimidate rolls. Or both. Between Arovandeon and Kanye, we have two. Ill leave it up to you (party as a whole) to decide which path you want to take and if you want to use bith of those rolls or just one and maybe some aid anothers. Let me know, and also after that give me another Diplomacy/Intimidate check. Danyn, you are pretty sure it belongs to him.

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Diplomacy Aid Another (Arovandeon): 1d20 - 2 ⇒ (15) - 2 = 13
"Look. I don't care about yer stupid stick. But I know the Pathfinders will at least provide someone to keep yer stupid head attached to yer stupid body. They did for me."

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"Explore. Report. Cooperate." Arovandeon recite the basic Pathfinder tenant. "It is against our rules to steal from each other. We are, however, expected to share information among each other, which I have already done. The Comsortium does not abide by such rules."
Diplomacy: 1d20 + 5 ⇒ (3) + 5 = 8
Portfolio Reroll: 1d20 + 5 ⇒ (4) + 5 = 9 eww, going to need lots of help here

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The hulking man gives an icy stare to the cat.
He then looks up to the man assembling the scepter.
"You may want to play nice, if you want to keep your organs on the inside of your body. Just sayin'."
intimidate: 1d20 + 5 ⇒ (20) + 5 = 25

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Seaweeed attempts to add some weight to Arovandeon's words nodding at the Pathfinder's tenant like a churchgoer hearing gospel. "The pathfinders have every interest in keeping such a valuable asset here in Jalmeray. And, as has already been stated, we seek information more than an item that would better serve in the hands of an ally."
dip: 1d20 + 5 ⇒ (7) + 5 = 12

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[Dice=intimidate]=25
Obviously a little nervous from the Chelaxian to begin with, "I think you are correct. I have been a bit bored with the Aspis Consortium of late anyway, and maybe you Pathfinders will be more interesting. I will probably live longer, too. Very well, I agree to work with your masters."
You can ignore my last Off Topic Post now.
Placing the Scepter on his workbench, and commanding his tiger to sit, "So how is this going to work? I'm not giving up the Scepter of the Archlords. And I have no intention of sharing my secrets any time soon. If that's what you are looking for, you might be disappointed for a few years."

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Sense Motive 1d20 + 8 ⇒ (17) + 8 = 25
Hagrym looks at the monk carefully, trying to figure out if there was truth behind his words or if he was looking to get the drop on them.

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Hes not a Monk, but does seem to be speaking the truth.

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"I think you should be prepared to reinvent your current business model. At least one of your sources of information on shipments has... dried up... The 'smash-and-grab' part of your operation, while clever, is going to be slower than usual."
"I think the Society may look to you as an export partner, so the packaging and shipping portion of your expertise should not see a slowdown. We'll leave you with the name and contact information for our Venture-Captain in Padiskar. If he doesn't hear from you in a week, the Society will know that you have set yourself at odds with the Society."
"Working with the Pathfinder Society will offer you benefits. The Society will work with you as an ally and a partner. Unlike the Aspis, they will respect good work and accomplishments. They will compensate you fairly and honestly, according to the contracts you draw. The Society may also choose to make facilities and experts available to you, depending on how reliable the alliance to be."
"In return, the Pathfinder Society will expect you follow their guidelines in terms of not stealing from Society members, nor to interfere with the Society in pursuit of its interests, and honoring the contracts you draw with the Society in good faith."
"In the medium term, working with the Pathfinder Society will yield you many benefits. The main costs to you will be to forego whatever Aspis does for you, and to act with truth and honor toward the Society and its members."
"Very immediately, however, we are the negotiators you must deal with. For our part, there are two prices we mean to extract before recommending to the Society that they ally with you. The first is that you fulfill your word to the monks of this temple, and support them in expanding and invigorating their tradition. This should be a light burden, considering they already revere you, and their ascendance will directly benefit you. The second is that you will forfeit to us all those in this temple who live or work in chains. Whatever possessions they might claim are yours to keep. Your secrets are your own, and you are free to restaff in whatever manner you wish. But those people will leave with us."

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"Well, speaking of other matters, I was asked to see if you might have a certain Pharaoh’s Crook in your possession, and perhaps convince you to return it."

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@ Danyn and Arovandeon I have a couple of long responces ciming.

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Hagrym's eyes go up at the elf's question. He was seeking the same object. He thought back and noticed the elf looked quite interested in the statue as well. Perhaps they had the same missions. It looked like a deal needed to be negotiated, so that they could both gain a bit of honor in their organization.

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yeah the statue kind of got lost with guard's arrows going into Seaweed :)

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perception: 1d20 + 1 ⇒ (9) + 1 = 10
perception: 1d20 + 1 ⇒ (4) + 1 = 5
perception: 1d20 + 1 ⇒ (4) + 1 = 5
perception: 1d20 + 1 ⇒ (16) + 1 = 17
ouch

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Danyn: you notice a hidden passageway behind where the tapestry you need was. Seems like an extra escape route, just in case.
Hagrym (and others) that is very weird. Not sure what happened as that was a pretty big spoiler that worked when I previewed it. Ill try to repost, but its going to take some time. :(
Kanye: Up above, you spot the black stone you require, but it is well secured and partially covered beneath some of the rubble. Str checkplease.
Kort, did you switch Factions?

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"Mmm... granting your claim on the carpet may be less... felonious... than on some of our other requirements. But it is, at the end of the day, a very old rug. We'd save you the cost and trouble of carting it off yourself. However, I can see it's loss might leave a hole in your decor - there's a lovely carpet merchant back in town, perhaps I can arrange to have something new and vibrant delivered as replacement?"
aid another(profession merchant): 1d20 + 4 ⇒ (9) + 4 = 13
yeah, sounded a little weak to me as well.. but it beats the 10 ;)

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"Zamir, starting your life anew will not come without costs. As it stands, there are men from the Thakur in the woods seeking you and your men. We have already spoken with them, and can likely engage in diplomacy on your behalf."
Diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10 Hmm. If a few aid another checks are successful, then maybe.

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@Beckett - someone stepped on my PFS# on the boards. I put things back, but didn't put any of my Shadow Faction characters back in there. I'm planning to complete the Shadow Faction mission as we exit, right now it appears Kort's kinda in the middle of the haggling...

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As the Pathfinders make their way out of the Temple, Kort invokes his view of arcane magics, searching for the telltale sign of a magic stone concealed in the dirt under the main gate. He intentionally slows and allows himself to lag behind the rest of the group.
casting 'detect magic' and taking extra time looking for the magic item that should be concealed in the vicinity.
Once Kort has identified the stone, he turns his back to his companions and intentionally uses his cloak to conceal his activities as he works the stone loose - using his claws if necessary, trusting to the magics of the stone to be more durable than whatever material holds them.
I think I saw that a STR check might be required... STR: 1d20 + 2 ⇒ (9) + 2 = 11. And if it helps, claw damage: 1d4 + 2 ⇒ (1) + 2 = 3
As he finishes retrieving the stone, Kort uses his last illusion to create a figment of a dove flying from his hands - as though Kort had stopped to comfort a wounded or stunned bird, and was only now releasing it.
IF Kanye has already retrieved the stone, Kort will spend some while scanning around the gate (relatively unobtrusively), then shrug and walk on...

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Grundle walks around the room, positioning himself behind Zamir.
Grundle suddenly loops the spiked chain around the man, Zamir's, neck.
Attack, I guess, not sure if there's a game mechanic for this.: 1d20 + 4 ⇒ (11) + 4 = 15
Hoping that allows him to do this.
He squeezes the chain slowly, relishing the spikes biting cruelly into his neck on every clink when chain loop passes chain loop. He leans closer into the man's ear, "And yer lettin' those slaves go. I ain't askin' and you ain't livin' long enough to be tellin'."