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As the group rushes through the crowds, Vulpina speaks two command words,
Two pouches on her bandolier glow briefly, and a faint glow shines from the inside of her pistol barrels as cold iron ammunition teleports into them.
Beneficial bandolier :D
"We need all the light we can get on this day, Sister," says Vulpina with a smirk. "We shall bargain as swiftly as we can and return to you."

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"I understand he cannot give away his supplies for free, but how much would these supplies normally cost from this man?" Yajima asks the Sister.

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Alrik has a look in the sack while the others are talking...
Appraise: 1d20 + 2 ⇒ (5) + 2 = 7

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Hmm... Good call on not choosing the Battle District.
She looks to Wenjeff. “He’s a trader, formerly from somewhere to the south, though I don’t know where, exactly it. He believes himself to be a champion of merchants and foreigners alike, despite his somewhat aggrandized title. He is nice enough, but has an ego.” She frowns at the last statement. “Zuka has endured several sieges in his lifetime. He may not realize the severity of this incursion into the city and will likely need to be persuaded to give us his normal price, which would be around four thousand gold pieces. About what we gave you there. The supplies range from bandages and splints to all variety of healing potions and ointments. All of these are needed to aid the wounded.”
With that, she ushers you out the door. "More wounded coming in every minute! Hurry with those supplies!" You can easily find Sovereign’s Rest after receiving directions from Amira. The building remains relatively unscathed from the demonic assault, with no obvious signs of damage to the structure. Inside, roughly two dozen patrons drink and mingle despite the ongoing siege outside. A male Garundi rogue sits on a makeshift wooden throne in the back of the inn, from which he looks down on the patrons. As you enter, he beckons for the group to approach and speak with him. " 'Ello there, mates! I must confess, I am dying of curiousity. I know everyone in this town! I see new faces in Nerosyan and I am curious! I am the Sovereign, but you, my friends, may call me Zuka! What brings you to my pub on this loud evening?" From outside, you can hear another war horn blowing in the distance.
Once you inevitably bring up the topic of medical supplies, the Sovereign quickly transitions to negotiating a price. "Ah, right to business then? Well, given the, uh, situation outside, I must raise my prices! Shipping and handling, you know?" He shrugs his shoulders in an exaggerated way. "My request is small, however. Merely eight thousand for the shipment." While his offer is far in excess of what you can afford, you feel he is open to bargaining.
Alright!!! Negotiation is broken down into 4 turns, during which time you can use various skills to try and influence Zuka to lower his asking price. Each round, each one of you can use one of the following skills to try and lower Zuka’s asking price. For now, let us do that first two turns at once! So, everybody choose two skills from the list below and roll! I'll give bonuses for good roleplay!
• Appraise: The PC uses her knowledge of the supplies’ value in negotiations.
• Bluff: The PC attempts to swindle Zuka.
• Diplomacy: The PC attempts to impress Zuka with the seriousness of the situation.
• Heal: The PC demonstrates knowledge of the supplies, which impresses Zuka.
• Intimidate: The PC attempts to strong-arm Zuka into giving up the shipment for free.
• Sense Motive: The PC uses social cues to read Zuka.

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Alrik stumps around the room behind the speakers with his beady eyes fastened on Zuka...
"You seem very eager and ready for.... negotiation."
He lowers his voice and whispers to his companions...
"I believe he has opened very high!"
Sense Motive: 1d20 + 8 ⇒ (19) + 8 = 27
Sense Motive: 1d20 ⇒ 14 ->+8 for Sense Motive or +2 for Appraise if I can't use the same skill again.

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Bluff: 1d20 + 10 ⇒ (9) + 10 = 19
Bluff: 1d20 + 10 ⇒ (8) + 10 = 18
"I am the Lady Vulpina," says the noblewoman. "As a woman of status myself, I must say that I know my way around jewels-- yourself as well, yes? Dear Zuka, while I was hoping that these would go a little further than that, I must confess I have not an eye for bargaining, and we have precious little time to haggle. I know many a peer who would easily pay eight thousand for these gemstones-- I am, in fact, tempted to take several key pieces for my own ensemble-- but given the circumstances, we must be happy to make the trade at the given price. Eight thousand worth of gemstones for your shipment-- worth four under normal circumstances. I can hardly think you will do better than that!"

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Appraise: 1d20 + 8 ⇒ (5) + 8 = 13Original Appraise Check
Appraise: 1d20 + 8 ⇒ (8) + 8 = 16Barganing Check
"A small increase in prices? 8000 is more than a small increase, and you know it."
Conney turns to Lady Vulpina
While you speak Osiriani well, I don't believe that you understand what it is you were saying, or is it code for something else?

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"We will take the bandages, poultices and the balms, but only the ones from Andoran, everyone knows the ones from up north crystallize during shipment and never work properly again."
Heal: 1d20 + 7 ⇒ (11) + 7 = 18
Denaria keeps an eye on him as she and the others interact.
sense motive: 1d20 + 7 ⇒ (20) + 7 = 27

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Yajima studies the negotiations with a keen eye for any tells from Zuka.
sense motive: 1d20 + 8 ⇒ (15) + 8 = 23
sense motive: 1d20 + 8 ⇒ (20) + 8 = 28

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Forgot the second check
Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11
"What are you trying to hide? Your own personal debt, maybe?"

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Alrik sizes Zuka up, knowing that he is indeed willing to negotiate. Lady Vulpina, full of charm, manages to convince him of the “worth” of these cheap gems. His eyes stay tight, however. ”I dunno… those still look about two thousand short…” Denaria, though medically accurate, insults the man whose parents came from up north. Yajima looks at the man and can see that while he is trying to resist the temptation to sell lower, he is weakening…
Round 1, 3 successes.
The rest of the group is drowned out by a sudden demonic roar from a few blocks away, but Denaria and Yajima stand firm – just staring at the man. Zuka breaks slightly glancing towards the source of the noise. Sweating, he says, ”Maybe you’re right. Those gems do look worth something…. Maybe they are enough.” You can tell that while he’s mentally lowering the price, he’s also growing more firm on the price he’s settled on.
Round 2, 5 successes.
You’re getting close! Let’s do just one round this time. Everybody give me another skill check! Wenjeff, give me three.

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The archer is playing another kind of people here. His face comes over and seems to be a bit angry.
OK, now we have to take this shipment for the goodness of the city. We don't have to talk we have to act. You should be happy with the amount we will accept to give you in exchange. We could take the shipment for free because of the emergency. That should be clear in your mind. Otherwise I could explain it another way.
Intimidate: 1d20 + 4 ⇒ (12) + 4 = 16
Intimidate: 1d20 + 4 ⇒ (13) + 4 = 17
Intimidate: 1d20 + 4 ⇒ (16) + 4 = 20

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Well, if 18-19 was a success...
Take 10 Bluff: 10 + 10 = 20
"Ah, I see where the confusion lies-- some of the more pedestrian stones sit on top of the bag," says Vulpina, whose eyes betray a slight impatience. Still, Zuka has many places to look other than her eyes [ooc]though in fairness, at 19CHA, they're very pretty).
Reaching into the bag, she pulls a few stones from beneath the top layer. "See the flare on this one when you turn it? Right... there," she says, trying to catch the light of the hearth on a piece of labradorite.

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Stepping closer to Wenjef, she emphasizes stroking the bow over her shoulder.
"Yes, time is running short. The people need help more than you need outrageous profit."
intimidate: 1d20 + 5 ⇒ (1) + 5 = 6

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"The price we are offering is fair. Take it." Yajima says while staring the man down.
sense motive: 1d20 + 8 ⇒ (11) + 8 = 19

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appraise: 1d20 + 8 ⇒ (18) + 8 = 26
"Please, be serious, we both know what you are offering isn't worth the price you are quoting."

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Oh, and re: earlier
”I do not speak the modern form of Osiriani, but my bandolier certainly does. One must tell it which pouch to use, of course, and as this sort of thing tends to come from Alkenstar...” She smiles to Conney, appreciating the interest.

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"I am the Sovereign merchant king! How dare you insult my integrity!" The man pushes himself back away from you for a moment. You can tell he is still wanting to give you a deal, but isn't quite convinced yet.
Unfortunately, the DC goes up with each success... And the DC's are nearly the same for all 8 tiers... Round 3, 5 successes. Let's try again! Round 4, last round. You are allowed to aid one another.

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Bluff: 1d20 + 10 ⇒ (16) + 10 = 26
”Ah, my apologies, dear Zuka. My companions are not necessarily well-versed in interacting with nobility nor such negotiations, and the current clime... does not necessarily lend itself well to such new things. Now, if I might draw your attention to this particularly remarkable piece...”

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Alrik stands at Vulpina's shoulder as she negotiates with the dealer. He keeps his eyes on the man ready to lean over and whisper anything he notices to her as she continues her work.
Sense Motive - Rnd 3: 1d20 + 8 ⇒ (7) + 8 = 15
Sense Motive - Rnd 4: 1d20 + 8 ⇒ (1) + 8 = 9

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Sense Motive: 1d20 + 8 ⇒ (3) + 8 = 11
Sense Motive: 1d20 + 8 ⇒ (17) + 8 = 25
Yajima continues to stare the man down as he reaches the limit of his patience with this man.

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Sense Motive, Aid Another: 1d20 + 1 ⇒ (9) + 1 = 10
Standing next to his companions, he aids them is discerning the intentions of the shop owner.

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The archer continues to intimidate the guy.
Intimidate: 1d20 + 4 ⇒ (16) + 4 = 20

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Did we do that?

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You're about to move it to Green!
Zuka looks at the group, unsure of how to feel. Finally, he sighs. "Alright. It is a siege after all. Whatever the defenders need, we should help them out with. Just take the supplies. Tell the old nun she can pay me back later. I'm sure she needs to funds now. " He looks to Lady Vulpina with a smile. "Can you believe some people would gouge a church? During a time of war?" He laughs. "The box is behind the bar. Get out of my bar before people hear I'm giving merchandise away for free."
Success! Nicely done! Do we stay in Egelsee or move to another district?
You take the box back to Sister Amira, who gives you a big smile. "My heroes! And you managed to get it for free? You are going to HAVE to tell me how you convinced him of that!" She snaps at some other nuns to grab the box. "But perhaps in a few days, when we are not under attack! For now, I am in your debt. Come back anytime, and I'll patch you lot up."
You've earned a free healing! Between any two scenes, the group can come here and get 2d8+2 healing each!

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A heavily armored paladin passes you in the streets. Without saying a word she reaches into her pack and tosses a parcel to Denaria.
Was that... Hania? Paladin of Shelyn? With seekers in the fray hopefully this siege will be no problem to weather.
Seeker Aid Token
You may use this token to:
Benefit from aid another
or
Increase an attack’s damage
or
Heal all PCs
or
Increase a spell’s save DC
***

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The noblewoman doesn’t have time to speculate as to why famed paladins are tossing care packages to Pathfinders in the streets, but appreciates it regardless.
”I appreciate the gesture, Sister, and pray that we are blessed enough not to need it. To the Confluence district, then? Our fellow agents seem swift to rush to battle and we shall need to make sure that there is a city left to save behind the front lines.”

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The archer is thinking about a more natural location.
What about the Outer District? The nature? The pure air? It's good for the health, isn't it?

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"I vote for whichever area needs us the most!"
ie whichever area is still read i guess

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"Agreed, wherever we are needed most. As in, I answered the call to come here in the first place, wherever I can go to do the most good."

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"We might have gotten it for free for now, but you owe the merchant payment at a later time." Yajima tells the Sister.

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Event: 1d4 ⇒ 1
As you leave the chapel, the paladin and her aid run by. The paladin tosses you the potion, which can be used anytime during the rest of the game. It can't be passed on, so no need to rush on it. Her aid trails behind, "I hear they need help back at the lodge!" With that, you head back to the Confluence district. You turn the corner and see the Starrise Spire. You witness a wave of demons attacking the lodge! Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, stands at the door, lobbing spells into the fray.
You get closer and the final demon evaporates. The Master of Scrolls approaches you. “Friends, the demons have found their way into the Starrise Spire and show no signs of relenting. Even now, agents battle them within the lodge, and we cannot keep this up. Luckily, I have been researching some ancient rituals that should allow us to keep the demons outside of the Spire, and give us time to regroup. I know the rites, but I need protection while I enact them. I trust you will protect me while I do this dangerous deed, yes?”
When you indicate your willingness, he continues. Kreighton indicates the ritual is based on various texts discovered by other Pathfinders exploring the Darklands. "While it has some unsavory components, such as the blood of a slain animal and bone fragments from certain creatures, the ritual is not evil. Inherently." He gives you a little smirk.
When you indicate you're ready, Kreighton begins his ritual. The ritual takes place in the streets outside of Starrise Spire, where Kreighton Shaine has set up the necessary ritual circles to enact his defensive ward. He goes around the corner, where they are set up. "Each circle requires a specific rite be enacted, and only I know the exact details involved with each particular incantation. No time to teach you lot, unfortunately. The ritual itself take about a minute to complete, after which it expels the demons from the Starrise Spire and blocks any more from entering."
Kreighton handles the ritual, but is unable to aid the group should you come under attack by demonic intruders. Kreighton is a powerful Pathfinder, but the ritual requires his complete attention, and he dares not stop in his work for fear of unleashing some unforeseen consequence. He begins the ritual and you see two demons coming toward you from the Lodge doors! They dive underground, burrowing into the streets! You have one round to prepare before they get here! See slide 1 for a map. They're currently underground, about 20 feet away, so it's unlikely you can harm them right now.
Top of Round 1!

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Yajima makes sure his cold iron knuckles are ready to kill some demons while he positions himself in front of Krieghton.

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"Ok lets form up an' protect the spellslinger."
Alrik stumps forward and plants himself in front of Kreighton. He readies his axe and watches the ground intently.
Kn: Arcana: 1d20 + 6 ⇒ (12) + 6 = 18
Readied Attack: 1d20 + 7 ⇒ (1) + 7 = 8
S Damage: 1d10 + 3 ⇒ (1) + 3 = 4
What are the blue dash circles on the map?

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Vulpina nods as they move at a hurried pace, watching demonic forces. Her finger stays beside the trigger of her pistol, blade in her other hand.
”You may put your faith in us,” she says, keeping her eyes below and scanning the ground with her pistol.
Quick note: consider Vulpina’s AC as 4 higher. She’ll be using Dodging Panache.
If she hasn’t used Dodging Panache by the time this happens, she’s going to use Focused Aim instead for +4 damage. Multiplies by crit if applicable!
Pistol Shot: 1d20 + 10 ⇒ (20) + 10 = 30
Pistol Crit Confirm: 1d20 + 10 ⇒ (6) + 10 = 16
Pistol Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Pistol Crit Damage: 3d8 + 3 ⇒ (3, 4, 8) + 3 = 18

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The archer says his animal companion to fly over the scene and ready himself to shot on the demon which will appear from the ground.
Cold iron arrow: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

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I assumed we weren't in combat yet, hence why no initiative order has been made, so none of us can ready actions, which is why I didn't ready an attack.

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Know(Arcana): 1d20 + 8 ⇒ (5) + 8 = 13
"Not a bad idea."
Keeping up with the group, Conney grabs one of his bombs and holds it at the ready.

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Denaria will draw her bow and use a blessing from Erastil to grant it Holy Strike (for 1 minute). The bow glows with yellow-gold light as she waits for the demons to emerge.

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Yajima: 1d20 + 2 ⇒ (7) + 2 = 9
Conney: 1d20 + 4 ⇒ (3) + 4 = 7
Alrik: 1d20 + 1 ⇒ (10) + 1 = 11
Wenjeff: 1d20 + 4 ⇒ (17) + 4 = 21
Lady Vulpina: 1d20 + 6 ⇒ (3) + 6 = 9
Denaria: 1d20 + 3 ⇒ (16) + 3 = 19
Demons: 1d20 - 1 ⇒ (5) - 1 = 4
As the group prepares, and the Master of Scrolls weaves his spell, the two demons pop up out of the ground in a spray of dirt! They march forward, getting in your faces. Picture on Slide 2! The demons look like men, at first glance, but as their faces come into the light you see them for who they are. Their faces are featureless, nubs of fleshy skin. Then, they SCREAM! An awful scream comes from their faces and their faces unfold like a disgusting flower. Within the mouth is a slimy ring of teeth, their breath blowing into your face.
Thankfully, they have the gait and speed of a common drunk, and you are able to move before them!
These demons are Vermleks! Vermleks form from the souls of those who habitually violated the dead in life, such as grave robbers, necromancers, and necrophiles. Demonic armies often use them as disposable troops in war, with vermleks inhabiting the bodies of slain humanoid enemies to infiltrate and destroy any surviving humanoids from within their own society. When inhabiting bodies, vermleks tend to mutter and mumble rather than speaking clearly, as they know that a keen eye that peers into the body’s mouth can swiftly discern the horrible truth within. Outside of a host body, a vermlek appears as a worm with four long tails, each of which ends in a tangle of filaments. In this form, the demon is 7 feet long and weighs 90 pounds.
For every 5 by which you beat the DC, you get to ask one question and learn more information!
Everybody is up! Anyone who does not post within 22 hours will be botted.
Round 2
Yajima
Conney
Alrik
Wenjeff
Lady Vulpina
Denaria
Orange Demon
Green Demon

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Yajima adopts his dragon stance, steps over to a demon, and punches it with his bare off-hand, then following up with a roundhouse kick.
knowledge planes: 1d20 + 5 ⇒ (1) + 5 = 6
dragon style power attack: 1d20 + 6 ⇒ (7) + 6 = 13
dragon style power attack, flurry: 1d20 + 6 ⇒ (3) + 6 = 9
damage on the off chance a 13 hits flat-footed AC: 1d6 + 12 ⇒ (2) + 12 = 14

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Conney, startled by the sudden appearance of two demons, takes a 5' step back. Thankfully ready for combat, he shakes one of his bombs and lobs it at ORANGE.
Bomb: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 Point Blank, Precise Shot, Precise Bombs to exclude up to 3 tiles (tiles that companions are in)
Damage: 2d6 + 3 + 1 ⇒ (5, 6) + 3 + 1 = 15

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Lady Vulpina deftly steps backwards, raises her pistol straight above her head before bringing it down like a lever.
KRAK!!!
With a small explosion and a puff of smoke, she fires at the demon in the greenish shirt.
If we can use our above rolls, then that's 10 damage if 16 doesn't hit touch AC, plus an additional 30 damage if it does for 40 total. c:

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Alrik lumbers past his companions and swings out at the nearest demon. Unfortunately his footing is all wrong and his swing goes wide.
"Vermuleks! Yuck! Careful folks - These things are nasty."
Kn: Planes: 1d20 + 7 ⇒ (16) + 7 = 23
Spoiler revealed to all.
Special Attacks + Immunities / Resistances please