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"No worries."
Gint scowls at the bag in his hands
"The gold plague sounds like a pain. I beleive this is what that person was trying to hide in our caravan. I doubt your buddies will need ta search it further
He tosses the bag to Kazima.

GM PaleDim |

As she peers into the bag a look of concern mixed with recognition crosses her face.
This is just like the gold gavel...
She looks up and glances at the members of your party.
Indeed, it looks like somebody wanted this planted on you as we conducted our search of you to enter the gate. I'm guessing this poor fellow just got caught up in it as a pawn. Troubling... She places a hand thoughtfully on her chin as she ponders the situation, but doesn't hide her look of concern.
I'm going to take this as it clearly contributes to my investigation. It goes without saying that this incident is no mere coincidence...
Looking back at all of you again: Well, now that this bit of excitement is over, lets get you properly "processed" and through the gate. For your assistance in the desert, you get to not wait in line all day, but you still have to undergo the search before entering the city.
One legion officer proceeds to deal with the body, while the others wave you up to the gate for your entry process.
The guards are respectful and orderly during the search, though their questioning is thorough and methodical. The guards interrogate all of you as a group, first asking you to state the purpose for your visit and then asking that you declare any divine paraphernalia or illegal articles of worship for immediate confiscation. The guards describe, in detail, that such items include holy symbols, religious texts, divine artifacts, or even religiously suggestive tattoos or birthmarks. Any such items you declare will be taken and placed in a nearby chest. For tattoos... ouch!
As you state the purpose for your visit, and during the group phase of the process, you may attempt to hide any items that you wish by making a dexterity or sleight-of-hand check (one roll per item).

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Gint pulls at his mustache, stuffs his cap in his back pocket, and runs his comb through his hair. "I've nuthin ta hide, no room fer religion in my line a work. We have business with a man named Torvad, have any of ya heard of im?" He gives the guards a big grin.

GM PaleDim |

Yeah, I believe the only character was Zailus, and she's out now. Decide whether you want to say any more about the purpose of this visit (to head off to many probing questions).
Gint pulls at his mustache, stuffs his cap in his back pocket, and runs his comb through his hair. "I've nuthin ta hide, no room fer religion in my line a work. We have business with a man named Torvad, have any of ya heard of im?" He gives the guards a big grin.
The officer gruffly retorts, clearly not satisfied with the brief explanation.
We've heard a little of him. Doesn't he broker rare artifacts? I hear he's examining a collection for a noble currently, but there's no word on what's in it. We'd be interested in knowing what it doesn't contain. What's your business with him? What sort of artifacts is he dealing in here?
I won't be ready to move us pass the search and entry process until tonight, so Nalaia
and the rest of you get some time to post regardless.

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sense motive: 1d20 + 0 ⇒ (20) + 0 = 20
Gint suddenly gets a serious look on his face.
"Our business is our own. If you have any info on Torvads whereabouts it would be much appreciated, otherwise search us and let us be on our way."
diplomacy: 1d20 + 4 ⇒ (18) + 4 = 22

GM PaleDim |

The officer glares at Gint, re-asserting himself.
It isn't private business if you wish to get through the gate. If you can't talk about your business with Torvads, then we have a problem. With respect, this search and interview is about avoiding illegal activities in our lands. Last chance.
I would like to use that diplomacy roll to help, but your dialog doesn't really support it. It *could* be intimidation? but then you have to intimidate a whole group of officers... You really don't have the upper hand here and need to make up a plausible (for example, something embarrassing but innocent?) story or else they're going to be pretty directly onto you.

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"We were tasked by the Pathfinder Society to gain information on him and his whereabouts is all. We mean no I'll will towards the Legion. It turns out we are on the same side friends."
Gint smiles as big as he can.

GM PaleDim |

The officer relaxes a bit but gets a curious look on his face.
Interesting. How do you intend to keep tabs on him without drawing suspicion? And of course, do please report back to us if you find that he's involved in any illegal dealings of religious artifacts or objects. If we see you in the city, perhaps we'll check in with you and share information.

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"Of course we will report back to you, if he has been doing illegal things."
diplomacy aid: 1d20 + 3 ⇒ (4) + 3 = 7

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"From what we've heard, there's nothing illegal. But we'll be sure to report! I've got no holy memorabilia on my person."
Though Nalaia has been blessed by some unknown god with the gift of heaven, she's never questioned where it came from. She assumes it's just like a sorcerer's bloodline. And, as her spellcasting doesn't require a divine focus (as per the Oracle spellcasting rules), she doesn't even have a holy symbol.

GM PaleDim |

Very well. Next up, we'll check your packs one by one. It's best if you fully unload them before we get to each of you...
And so it proceeds. With none of you really having anything that offends their First Law, it goes rather smoothly and quickly. They soon let you repack your bags and pass through the gate...
Inside Azir
Having traveled for 6 days, you are all aware that you have only this night to find Torvad, acquire his bidder’s banner, and make your way to the Sacred Cobra for the auction taking place the next morning.
While you explore Azir at night, you can attempt Diplomacy or Knowledge (local) checks to gather information from the city’s residents, though the number of people in public places decreases the later it becomes. The party will make checks in 90 minute "phases", much like rounds of combat, during which time you can split up to investigate different topics. Each phase, please state what you'd like to investigate in town. Remember that you may want to look into some of the things you've seen and/or heard about on your journey.
Phase 1 Everyone is up! What are you going to ask the people in town about? Once you specify the area of investigation I'll give the specific checks.

GM PaleDim |

Diplomacy (gather info) or knowledge (local)—Torvad Shalzadin/Inusi Mendalari
Make one check and open all spoilers less than or equal to your result.

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Naiaia starts asking around about the strange disease spreading through town. Unless it's not the thing with the gold...then...umm...that one!
If her comrades haven't found anything about Torvad's location by the time she's back, she's going to help on that front.
Diplomacy: 1d20 + 9 ⇒ (5) + 9 = 14 BOO!

GM PaleDim |

So, Nalaia is looking into the disease the party witnessed at the gate. This opens up a new topic of spoilers, but remember that every character gets *one* check per phase. BUT, you will get more chances in the next phase. This is all part of trying to act fast in your first night in town.
Diplomacy (gather info) or knowledge (local)—The golden statues, golden flaky skin, and mysterious disease
Make one check and open all spoilers less than or equal to your result.
Phase 1 Continued
Still up: Kyunjiro, Styrian, Gint (need a roll against the first set of spoilers)

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diplomacy: 1d20 + 4 ⇒ (18) + 4 = 22
"All I could find out was that Torvad 's super paranoid and walkin tha streets heavily armed, thinkin there's a gold skinned creature after 'im."

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diplomacy, golden thingys: 1d20 + 3 ⇒ (6) + 3 = 9
diplomacy, artisans: 1d20 + 3 ⇒ (8) + 3 = 11
"He has a room in an inn, but never goes in it? Weird."

GM PaleDim |

Kyunjiro, you only get one check per phase. No big deal though, we'll just count that as your phase 2 roll.
Phase 1 results
Highest knowledge levels (whole party may open spoilers at or below these levels):
- [22] Torvad Shalzadin/Inusi Mendalari (Bartolomey, Styrian, Gint)
- [14] The golden statues, golden flaky skin, and mysterious disease (Nalaia, Kyunjiro)
The Pathfinders hit the streets of Azir as the sun reaches the edge of the horizon on it's way down. On the one hand, you welcome the departure of the brutal, oppressive heat and clothes glued to your bodies by your own perspiration. On the other hand... you must get to Torvad tonight!
Most of the party asks around about Torvad and the Artisan's souk, getting confirmation that he is in fact staying at the Mendalari estate.
Meanwhile Nalaia starts to look into the wretched disease that you all witnessed at the gate, finding out about some noble luring vagrants to worship of Abadar with promises of gold. That's no trivial risk in this country!
The Pathfinders regroup to decide who wants to try gathering what additional information. Nobody that they've talk to has yet mentioned a secret auction, its whereabouts, or the Sacred Cobra.
Phase 2 begins!
Highest knowledge levels (whole party may open spoilers at or below these levels):
- [22] Torvad Shalzadin/Inusi Mendalari (Kyunjiro)
- [14] The golden statues, golden flaky skin, and mysterious disease ()
Everybody but Kyunjiro is up!

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Styrian tries to find out more about the golden statues and disease.
Knowledge(Local): 1d20 + 8 ⇒ (13) + 8 = 21
"It is said that spending time in prayer with this woman luring vagrants under the guise of Adabar worship has produced real golden relics that many believe come directly from Abadar’s First Vault. It is rumored that this patron bears one of the mystical keys to said vault.
Individuals involved with law enforcement know that these statues have been associated with several grim disappearances all over Azir, and many of these folk believe the statues are no boon, but the physical expression of fell magic. They further believe that the statues are somehow connected to a strange disease that causes an afflicted person’s skin, eyes, fingernails, and hair to crust over with flaking gold—an affliction that’s earned the nickname “aurum death” by locals."

GM PaleDim |

and finally the auction/sacred cobra info
DIPLOMACY (GATHER INFORMATION) OR KNOWLEDGE (LOCAL)—THE SACRED COBRA
Make one check and open all spoilers less than or equal to your result.

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diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23
"The Sacred Cobra is an illicit auction house for religious and historical relics, regularly moving to different locations to evade law enforcement. The Pure Legion has been attempting to identify the whereabouts of the Sacred Cobra auction house for some time, having conducted several unsuccessful raids on locations that are no longer in use. In a pinch, providing the Pure Legion with information about the Sacred Cobra’s location might help garner favor with the local garrison.
The Sacred Cobra’s broker recently seems unsettled by the strange appearance of artifacts all over Azir that appear to be made of an arcane, fake gold. The auction house has severely reduced the number of relics it’s buying, though it continues to sell many treasures. Its clientele is a mix of noble-born enthusiasts, die-hard artifact collectors, underground religious fanatics, and the criminal elite. Only those who have earned the broker’s trust, signified by an intricately woven kerchief known as a bidder’s banner, are allowed to bid on auction items there."

GM PaleDim |

Just before Gint returns with this information....
Gint happens into a tavern where he's able to discretely approach several individuals and drop the name "Sacred Cobra" without drawing attention to himself.
Before returning to report to the party, he approaches a very simply adorned Oread who definitely looks out of place in Azir, but otherwise minding his own business and getting along fine.
As they proceed to exchange pleasantries and swap a bit of intel about the Sacred Cobra, it turns out he is also a Pathfinder named Uroon, who was sent here ahead of the party to attempt to scope out the location of the auction. This was before a particular relic was at play, when the society simply wanted to keep tabs on the secret auction.
Given your mutual association and Uroon's shared (and now expanded) interests in the Sacred Cobra, you both decide that Uroon should join your group in Azir.
Uroon has joined the party!
Back to the present...
Please continue phase 2. Nalaia and Uroon are up! Also feel free to RP a bit of introduction to the party, with Gint bringing him in.

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knowledge local: 1d20 ⇒ 17
To Gint
I'm glad I ran into you and your group. I've hit a dead end searching for the Sacred Cobra."
As the two approach, the group sees a very tall oread towering behind the gnome. He is dressed in a simple earth Brown tunic with a rope around his waist and nothing else. His skin is dark grey granite and eyes as dark as obsidian. He has no hair on his head but has a beard of dark green moss.
"My name is Uroon, it is nice to meet you all. Gint tells me you search for the Sacred Cobra. The pathfinder society has sent me on a similar mission. I believe we can all benefit from working together."

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"Found this big guy at a tavern, he's a pathfinder society type too. He's havin trouble trackin down tha fellas runnin tha under ground auctions so I invited him to tag along!"

GM PaleDim |

Since it's the weekend I'm giving Nalaia more time. We're pacing well enough for now anyway.
End Phase 2/Start Phase 3.
Highest knowledge levels (whole party may open spoilers at or below these levels):
- [22] Torvad Shalzadin/Inusi Mendalari
- [21] The golden statues, golden flaky skin, and mysterious disease
- [23] Sacred cobra
There's one more spoiler left in each category, or the party may discuss the knowledge they'd gained so far and act on it.
Nalaia is up for phase 2. everybody is up for phase 3

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diplomacy: 1d20 + 4 ⇒ (18) + 4 = 22
"Torvad seems ta be our best bet, we know he is staying with Mendalari but not where. I'm gonna ask around and see if I can get some more info"

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Diplomacy about golden stuff: 1d20 + 9 ⇒ (13) + 9 = 22
Diplomacy about Cobra: 1d20 + 9 ⇒ (2) + 9 = 11
Nalaia returns with no new information.

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"Gint is right, we must find Torvad in order to get to the bottom of this."
diplomacy: 1d20 - 1 ⇒ (10) - 1 = 9
To aid Gint

GM PaleDim |

So, Bartolomey aids Gint bringing him to 24. I'm going to rule Nalaia aids Styrian, bringing him up to 25 (and getting you the last spoiler there). SO, Kyunjiro is still up, and if he gets at least a 23 towards gold stuff I'll count Nalaia as aiding that too. Or he could aid Gint also and more likely get the last bit of info about Torvad.

GM PaleDim |

Haha, okay. So....
End Phase 3.
Highest knowledge levels (whole party may open spoilers at or below these levels):
- [24] Torvad Shalzadin/Inusi Mendalari
- [22] The golden statues, golden flaky skin, and mysterious disease
- [25] Sacred cobra
Talk amongst yourselves and decide how you'd like to proceed. Your time in the evening is not absolutely up, but it won't go on forever either. If you choose to fish for the last two bits of info, I'll start phase 4.

GM PaleDim |

If I hear at least two votes for moving onto the estate to find Torvad I'll move us forward tomorrow.

GM PaleDim |

Very well. Give me this evening to move us forward, and we'll get back to the meatier parts of this journey.

GM PaleDim |

After tiring of chatting up locals for information, you collectively decide to head over to the Mendalari estate. With the information you did gain, you're able to locate it easily.
The compound has 10-foot-high adobe walls studded with geometric mosaic designs, and the tightly closed double door is made of red-stained wood.
Once you arrive at the gates, you can smell an unexpectedly strong odor of smoke coming from within and see a damp red stain seeping out from under the door.
As you approach the double door you notice that there is already a key jammed into the keyhole and broken off right at the depth of the hole. This renders the door locked and with a damaged lock.
All is not right here...

GM PaleDim |

Map is updated, but there's not much to see yet at the gate...
Pathfinders, what do you do?

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"This is a problem. Somebody has beaten us here. Is anybody capable of getting us inside this door? I'll quickly look around for other ways in."
Nalaia will quickly search the two sides she can see for another way in. Perception: 1d20 + 2 ⇒ (12) + 2 = 14