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"Why did you put us through that?" asks Annuit as he tries to wipe off his face.

Bruce Campbellesque Functionary |

"Oh, I'm sorry, I thought you were a Pathfinder--one of those clever fearless explorers who haunt the most inhospitable of locales, braving unimaginable dangers, to discover rare and exotic treasures that tell us all more about our world's past. If you think the room was great a challenge I will gladly return the map to Master Salhar's vault, until the genuine articles come to call."

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"We made it out, didn't we? It just seems awfully elaborate, that's all."

The World's Most Interesting GM |

Where too next? See the folio (pages 1 and 2).
As an aside the blue does not rub off. Rubbing too hard or for too long just makes the spot rubbed purplish.

The World's Most Interesting GM |

At the center of the City at the Center of the World lies the Ascendant Court—Absalom's religious hub, the site of ascension of four gods, and the final resting place of the Starstone itself. The Ascendant Court is the religious center of Absalom, holding the preponderance of the city's temples as well as the awesome Starstone Cathedral. Located at the physical center of Absalom, it serves as a hub between other districts: all roads in the Ascendant Court lead to the Starstone. Aside from the many temples (Sarenrae's Temple of the Shining Star, the Pleasure Salon of Calistria, Cayden's Hall, and the Seventh Church, site of one of Iomedae's 11 miraculous acts, and the Cathedral of the Fallen which honors those who have attempted and failed at the Test of the Starstone.), the district's most notable locations include the Avenue of the Hopeful, God's Market, and the Chelish embassy in the former temple of Aroden.
Arriving at the Temple of the Shining Star, the party is immediately directed to Ollysta Zadrian. This paladin of Sarenrae is young in her years, but holds herself with the poise of a queen and warrior simultaneously.

Sister Ollysta Zadrian |
Noticing the party she strides forward along the transept and addresses the party in a strong voice “Thank the light of Sarenrae you have arrived! I knew Dean Valsin would see the light and aid us in the Silver Crusade. Sarenrae desperately needs you to bring medicine to an orphanage. Perhaps more importantly Dawnflower and her servants would know if the institution and its headmistress, Gilga Baltwin, are deserving of our Lady's charity."
At this moment a sister dressed in the glorious colors of Sarenrae's chuch moves silently by the party holding out her offering basket to each party member in turn. Behind her is a man in a bright sunny robe gently swinging an aspergillum full of burning incense.
Sister Zadrian continues. "Since our quest began, the needy have clamored for our aid, and the Lady knows that some miscreants are abusing our Lady's generosity. It may sound cruel, but there are dishonest people out in the world eager for easy gold."
“Do you know the light of the Silver Crusade? After discovering so many factions splintered the Society, a number of us banded together to proliferate the cause of charity and kindness using the Society’s resources. As it is said, ‘The Dawn brings new light’ and We’ve made it our life’s work to use our recent darkness to bring a new light to the world and to the Pathfinder Society. I apologize for straying off point. Will you bring this parcel of medicine to Auntie Baltwin’s Home for Recovery in the Eastgate district?”
As she says the last another sister arrives with a wrapped parcel, which she hands to Sister Zadrian who in turn offers it to the group and then intones a brief blessing.
"'I will show the less fortunate the light of the Dawnflower. I will live my life as her mortal blade, shining with the light of truth.' May Her light guide your steps."
As if to bless the arrangement sunlight shines through the rose-shaped stained glass window just behind her creating a blinding halo around Sister Zadrian.

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"How will we know if they are deserving? And is there any reason you might suspect this Gilga of dishonesty in the past?"

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The dwarf nods We are happy to take the medicine to Auntie says the dwarf most earnestly.

Sister Ollysta Zadrian |
Jeanne nods and takes the parcel. "Of course we will. Is there anything in particular you have heard of this Auntie Baldwin?"
"No. The Dawnflower has sent you to deliver this package and be mindful and observant and bring back any evidence that would suggest that this woman is not worthy of the Silver Crusade's aid. It is also an opportunity to evangelize the merits of the Crusade to your fellow agents." She says looking at Lars, Annuit, and Keandre--the last a bit severely.

Sister Ollysta Zadrian |
The dwarf nods We are happy to take the medicine to Auntie says the dwarf most earnestly.
"I am sure." She says leaving off 'Servant of Geryon, Source of Lies'.

The World's Most Interesting GM |

Hey, I don't see her know religion check, lol
Took 10 for like 147ish.

The World's Most Interesting GM |

Ahem. You are wasting the Dawnflower's gift....
Page 1 of the map has updated.

The World's Most Interesting GM |

One of the church parishioners comes up and says: "Excuse me we would like you to have this flower." while offering you one.
He is followed by another follower of some religion aligned with the Silver Crusade.
"Excuse me, donation for the Reverend Moun?"
And another.
"Juice for Geezus?"
And another.
"Read about Djahovaz Witnesses?"
And so on.
"How about Boodism?"
"Help Geri's Kids?"
"Psciontology?"
"More New Clear power?"

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Am I still blue? Also, anyone have some healing available? That imp wasn't very nice to me.
Jeanne nods to Zadrian. "We shall be off then." She weaves through the pilgrims towards Eastgate.

The World's Most Interesting GM |

Am I still blue? Also, anyone have some healing available? That imp wasn't very nice to me.
blue minutes: 3d20 ⇒ (7, 10, 5) = 22
No, the blue has faded from both Annuit and Jeanne by the time they arrive at the cathedral.
"We can sooth your wounds." says one young acolyte noticing Jeanne's discomfort.
1st level cure light wounds (1d8+1 hp) = 10 gp.
3rd level cure moderate wounds (2d8+3 hp) = 60 gp.

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Are we in the movie Airplane?? heh
Annuit collects the package from the Sister and starts herding the party out of the Cathedral. "We will not fail you. We shall return with news promptly." He starts looking around for the way to the orphanage.

The World's Most Interesting GM |

Eastgate is a mainly residential district with a number of small neighborhood shops squeezed among and under homes, flats and flop houses, divided by a web of streets, lanes and alleys. The south-side of the district boarders on the nearly abandoned, and most say lawless, Precipice Quarter formerly known as Beldrin's Bluff until it was claimed by an earthquake over a decade before.
It is afternoon, just past lunchtime, and so there are number of people on the street returning to or from work, or otherwise going about their business as vendors ply their goods along the main thoroughfares.
It takes a Knowledge (local) DC 12 to find the place in the large and bustling district.

The World's Most Interesting GM |

Kendre perception (+2 stone): 1d20 + 7 ⇒ (17) + 7 = 24
Annuit perception: 1d20 + 8 ⇒ (15) + 8 = 23
Lars perception: 1d20 + 4 ⇒ (19) + 4 = 23
Damn!
After a short time wandering around, the party finds its way to an older middle-class street with a market corner, and one or two large houses. A few children rush about up and down the street. While near the center of one block sits a large house with a sign reading: Auntie Baltwin’s Home for Recovery.
Alas, I do not have a map for this one, so it is theatre of the mind time.

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Before approaching the orphanage door, Annuit takes a good look around for any signs of deception or dishonesty. "They sounded really serious about looking for evidence."
perception: 1d20 + 8 ⇒ (11) + 8 = 19

Amenopheus, the Sapphire Sage |
Sure. As per usual they do take time, but everyone can try individually at the same time or in groups to aid one another. It is afternoon, you are expected back at Valsin's office at sundown, about 6 hours from now.

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Annuit tags along with the others while they seek information and does his best not to get in the way.
diplomacy (gather info) AA: 1d20 - 2 ⇒ (5) - 2 = 3

The World's Most Interesting GM |

Sure. As per usual they do take time, but everyone can try individually at the same time or in groups to aid one another. It is afternoon, you are expected back at Valsin's office at sundown, about 6 hours from now.
Well that sucks I can't even keep my alias straight.... That, and I've gone and apparently lost another player character. *Sigh* I just have to remember....

Sister Veri Similartakyra |

I also have to remember to make your trio a quorum quartet.
Annuit tags along with the others while they seek information and does his best not to get in the way.
*BUMP!*
"OH! I beg your pardon, I was just contemplating the greatness of Sarenrae to give us such clouds that her beauty might shine through them with such majesty. OH! You're that sickly unsavory looking elf! You poor, frail thing. Did I break anything? How are even managing to remain upright with such bird-like limbs? But there's no time to discuss proper diet and exercise now; where is your battered paladin and diabolical dwarf friends? I have another box of supplies bound for Auntie Baltwin’s Home for Recovery."
Ta-dah! Healing. I was torn between Kyra and Harsk to be your fourth NPC character to make this a proper table again. Finally I just flipped a coin. It took me four flips before it came up Kyra. ;)

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Back from vacation!
So, we need some information?
The skald tries to remember facts and places, and he doesn't hesitate to ask -quite gently, at your surprise-additionnal information to locals
Know Local, untrained, Bardic Knowledge: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15
Diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19

Sister Veri Similartakyra |

And here I thought Lars had fled the coop. Well then I'll just take my clumsy cleric and leave. Slyly looks left then right to make sure no one is looking.
cure light wounds on Jeanne: 1d8 + 1 ⇒ (2) + 1 = 3
cure light wounds on Jeanne: 1d8 + 1 ⇒ (4) + 1 = 5
"Well, I'm off!" She walks directly into a street-side vegetable vendor's stall. *CRASH!*

The World's Most Interesting GM |

So, we need some information?
The skald tries to remember facts and places, and he doesn't hesitate to ask -quite gently, at your surprise-additionnal information to locals
After helping Sister Veri Similartakyra off stage, and helping the vendor, Miltivis, retrieve all of his onions and tomatoes, Lars mentions Auntie Baltwin's name and sets the older man to recollecting.
"Oh sure, she's been comin' to my cart cart fer years, and years. Tough old bird. Scares most of the other biddies away. Sure keeps my potato whiskey guy in coin though. Heheh."

The World's Most Interesting GM |

Moments later, a couple from one of the neighboring houses arrives on the scene. Both are tall, fit, blonde, well-coifed. He wears tight patterned trousers, and spots most of a beard. She wears stylish slacks. Their similarly narrow noises are angled slightly upward.
"Well, it's simply terrible." Says one.
"All the children." Adds the other.
"All the cats."
"All the noise."
"My wife, Tirelle." Says the man.
"And my husband, Travost." Finishes the woman.
"Though the cats are good-"
"-for the mice. -Jinx!" They say together and laugh rather nasally.
"But beyond that, it's simply terrible."
"At least the mornings are quiet."
"After most of the little ruffians are gone."
"Oh that door banging on it's hinges every morning."
"Simply intolerable."
"We'd heard the neighborhood had been gentrified by other 47th Century Millennials."
"Not gentrified enough if you ask me."
"Is that our Andorian kale laying under your cart?"
Miltivis nods sadly.
*Sniff!* (in stereo).
Exeunt.

The World's Most Interesting GM |

Well, I did say in the Discussion Thread (19th July) that I was on vacation for one week, and I came back yesterday
Oh, like I read anything here. Who are you again?

The World's Most Interesting GM |

1d4 ⇒ 1
Did you want to do anything for the hour that it takes Lars and Annuit to ask around?

The World's Most Interesting GM |

Soooo....

The World's Most Interesting GM |

The dwarf rolls his eyes as the two men pass.
Technically, one of them was a wo-man, but humans do all look pretty much alike.
We will snoop around and see if he hears any interesting rumors.
Normally that means making a Diplomacy (gather information) check... Hint, hint.

The World's Most Interesting GM |

Maybe we should go and talk to the old woman, see what she can say for her defense?
As 50% of this week's current party decides that might be a good idea, I'll go along with it for expediency's sake. ;)
The group arrives at the front porch of the community's charity children's hospital--Auntie Baltwin’s Home for Recovery.

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I've been checking in but haven't had anything to contribute.
perception: 1d20 + 8 ⇒ (9) + 8 = 17
"Well, the orphans appear to be singing. I'm not sure if that's a good sign or not."
He knocks loudly, hoping to draw someone's attention over all the racket inside.

The World's Most Interesting GM |

I've been checking in but haven't had anything to contribute.
Well yes and no. There's always character interaction, or the occasional "I'm not dead yet" post.
Jeanne's out sick so that hasn't helped. Hope you're on the mend out there, Jeanne. I did send a cleric for you, you'll note.
Kendre perception (+2 stone): 1d20 + 7 ⇒ (12) + 7 = 19
Annuit perception: 1d20 + 8 ⇒ (16) + 8 = 24
Lars perception: 1d20 + 4 ⇒ (7) + 4 = 11
Jeanne sense motive: 1d20 + 5 ⇒ (19) + 5 = 24
Kendre sense motive: 1d20 + 4 ⇒ (10) + 4 = 14
Annuit sense motive: 1d20 + 1 ⇒ (17) + 1 = 18
Lars sense motive: 1d20 + 0 ⇒ (2) + 0 = 2