
GM Z..D.. |

The missive from Venture-Captain Amara Li was clear, and comes to mind as the skyline of Korvosa rises into view over the calm waters of Conqueror’s Bay in southern Varisia.
“Recently the Society acquired a new ally in Absalom named Sendeli Foxglove. Now she has made something of a personal request. Sendeli has a sister named Zeeva in Korvosa who owns a successful marketplace. A competing business interest is threatening Lady Foxglove, and her sister requests the Society investigate and intervene.
“If you consider the matter pedestrian and more suited toward the local constabulary, I wouldn’t blame you. Even so, there are extenuating circumstances. First, the competing business interest is the Aspis Consortium. It makes little sense for them to harass a local greengrocer, so there must be a deeper layer to this. Maintaining close ties to Sendeli Foxglove is an agenda the Society feels is worth pursuing in and of itself, but if we can assist Zeeva while also hampering the Aspis Consortium’s efforts to gain influence in Korvosa, all the better.
“There is smoke here, now find the fire. Extricate Zeeva Foxglove from this feud with the Consortium. If she’s anything like her sister, she’ll want to be an active part of this team—but you are not to let her put herself in danger. We’ve made that clear to her, and you’re expected to abide by it and ensure she does as well. If this matter is simply crooked business, then just resolve it and continue on to Magnimar where Venture-Captain Heidmarch will surely have more in store for you.”
Amara Li as no more information. So moving on to the next briefing.
The PC's make there way to Korvosa and head strait to the Green Market
The Green Market is a mostly wooden structure built like a massive barn. It stands on a flattened section of raised earth five feet higher than the surrounding street. The structure is only a single story, but the ceiling rises to twenty-five feet and has numerous glass skylights that can be opened and closed with extending poles and ladders for lighting and ventilation. To the south is the main entrance that has the southeast and southwest sides are exterior docks with sliding bay doors, where farmers and merchants can unload the wares from their wagons directly into stalls or bring them into interior kiosks. Inside, the majority of the ground is hard-packed earth, except for the stalls, which have wood flooring. Only the four southeastern stalls carry goods other than produce. The southern-most stall has casks of wine, oils, and vinegar. The other stalls sell quality clothing, jewelry, and finished furniture. On the northeast side is an office that can be secured by another sliding iron gate. North of the office is the market’s back entrance. Finally, in the center north is a park-like area with a large tree and flowered bushes kept alive by an open skylight above.
Knowledge (local) or Diplomacy (gather information)
Knowledge (local) or Diplomacy (gather information)

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A Varasian who introduced himself as Trade Price Teric Cain smiles to the others, his oily beard glistening in the sunlight. "As a businessman myself, I can speak to some of the merchants. I'm sure they will be happy to answer some questions. Actually, I've found that if you really want to know what's going on, the stockboys and deliverymen are prime with information."
The trader saunters off to see what he can learn.
Gather Info: 1d20 + 18 ⇒ (7) + 18 = 25
Gather Info: 1d20 + 18 ⇒ (14) + 18 = 32

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Teric returns a short time later. "Ah, our lovely Zeeva is the second owner of this very successful market. She bought it after the first owner died suddenly, but she has quite the reputation as the honest broker." Teric pauses, seemingly to consider this oddity.
"Perhaps fate is simply due for Zeeva. She endured the tragic death of her parents. Rumors are that she is a witch, but if true, she seems benevolent." Teric nods in satisfaction, admiring one of such magical power.

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Daedîn nods to Teric in appreciation as he keeps an eye out for any sign of the hated Aspis…or any other danger that may be lurking around...
Perception: 1d20 + 18 ⇒ (16) + 18 = 34

Malark Kreel |

Anyone who looks at Malark will see a half-naked strong man. His face is dyed in color. He carry his large Bastard sword.
"Sorry! I did not introduce myself. My name is Malark!"

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A medium sized human female removes her twisted mask to reveal her Cheliaxian descent fully. Shoulder length black hair unfurls over her Hellknight plate, emblazoned with the Order of the Gate insignia.
"Name is Armiger Belinda Daggerforge, of the Lady of the Graves blessings. I'm not as thrilled to be here, knowing that the Aspis operate with chaos as it's motives. But, I will ensure our charges safety, my honor."

GM Z..D.. |

Teric with his exceptional skills in marketing is able to locate Zeeva. She is a stunning woman with chin-length, strawberry blonde hair, wide brown eyes, and a generous smile. She carries no weapons and wears no armor. A sleek, black cat rubs itself against her ankle.
"I see that you have sought me out. Who are you?" She says with curiosity.

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Teric's eyes go wide as the stunning beauty approaches. He breaks into a wide grin and bows to her, even as he notes the presence of the small cat. "The Foxgloves are clearly blessed with beauty, but you have broken the mold, Zeeva. I am stunned by your presence. I am Trade Prince Teric Cain, but of course, my dear, you may simply call me Teric. Like you, I am a business-owner. In fact, I own several suppliers and caravans which move goods all around Avistan and even to Tian Xia. Perhaps we can do business together..." He winks at her.
"But, unfortunately, that is not why we're here, my dear. We have come to help you at your sister's request. I understand you have had a run in with the Aspis Consortium. The Pathfinders has a unique experience with thwarting their schemes, which is why we came to help. I can't speak entirely for my friends, but I and at your disposal." He take her hand and kisses it lightly.
Diplomacy: 1d20 + 16 ⇒ (20) + 16 = 36
I don't know if the adventure supports, it, but Teric will definitely be angling for a business partnership if not some other type of partnership...
Edit: Oh, the dice gods love this!!!

GM Z..D.. |

“Thank you so much for coming. I can’t tell you how much this means to me. I’ve complained to the city, but it’s as if the Aspis Consortium has bribed everyone or the authorities just don’t care. I’m happy to pay for your lodging while you’re helping me. If you like, I can show you around the market and answer any questions about anything you haven’t already been told.”
If you are trying for a journal faction card thing, I will allow that as a success

GM Z..D.. |

Image od Zeeva added to the slides.
“Initially they just sent over pompous businessmen to convince me an alliance would benefit us both. I repeatedly declined their advances, so they started sending around thugs to “persuade” me. Till now, I’ve run to the city guard or otherwise eluded the Aspis thugs, but it’s only a matter of time before their methods of intimidation get too dangerous for me to refuse.”

GM Z..D.. |

She smiles “Well if the Aspis Consortium sees that I have protectors of the likes of you Pathfinders, I hope they’ll leave me alone. Stick around the market and see what they do. It’s only a matter of time until they come back to try and strong-arm me again."
"But if does result to violence, please do not kill them. The Green Market as a reputation that we wish to uphold." She quickly adds glancing over her shoulder at the agents.

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Belinda bows. "We will do our best to uphold the laws of this land, while rooting out this evil presence.
By the way, do you have a description of the thugs that have been bothering you? We would appreciate any assistance you can help provide in locating these unseen threats."

GM Z..D.. |

Zeeva shakes her head, "It is a rotating door of goons that they send to harrass me. Never the same. They like to catch me off guard."
Once we get a clear answer from Garmon on his character level and Calamity Jayne checks in, we can start the next part. And if you have not done so, follow the link in my header, The Green Market and fill out the requested information on the first slide and a token on the second.
There is more information to obtain, as well as roleplay we can do until then.

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"Don't worry, my lady!!! The Aspis often use these subterfuge to convince the kind souls who populate this world. I promise you for Iomede that we'll throw those dirty vermin out."
i gonna use a pladin2 /life oracle 3

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"What kind of business do they want to convince you to do, my dear? Something illicit, or simply look away when they do?"

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A flustered woman with pale blue skin and silver eyes with no pupils comes rushing up. She's wearing a buckskin coat with fringe along the sleeves, a silver star on her chest that looks a lot like a wayfinder, and she's sporting the biggest belt buckle you've ever seen.
"I'm so sorry about missing the boat, fellas. I misplaced a bookmark, and by the time I found it, I knew I'd need to make my own arrangements to get here. Oh, by the way, the name's Calamity, and this here's Martha." She pats a shiny pistol at her hip.
"And o' course, this here's Canary." At the sound of his name, a scorpion scampers out of a satchel on Calamity's hip and scurries up on to her shoulder. Who's the cutest little scorpion in the whole wide world? That's right, it's Canary.
The scorpion shivers in what can only be delight, clacking his pincers as Calamity scratches under his...chin?
Then Calamity notices Zeeva and her face lights up with a smile bright as the strongest Daylight spell. "Zeeva! So good to see you again! And where's that little scamp of a cat of yours?"
Calamity's most recent adventure was 8-01: Portent's Peril. So she's recently helped Zeeva out of another predicament. And she'll try for a nat-20 on that first knowledge check.
Kn-Local: 1d20 + 10 ⇒ (15) + 10 = 25

GM Z..D.. |

Zeeva looks at Calamity with a familiar smile, "Oh, she is around here somewhere."
She returns her attention to Teric, “Initially they wanted to buy the Green Market, but I wasn’t interested. It’s been very successful and, though I never thought I’d find myself saying this, I love what I do. Then they wanted to lease space inside of it, but when I found out what they wanted to sell I declined."

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Daedîn nods, saying, "Understood, ma'am, no violence if we can help it...not sure if the Aspis will feel the same way but I'll comply as I can. Did you still want to show us around the market, ma'am?"

GM Z..D.. |

She is actually walking around the market with you now while carrying on the conversation. I plan on starting the next encounter after midnight

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Teric frowns. "What exactly were they planning to sell? Something illicit or stolen goods?"
He glances at Calamity. "Ah, you two know each other? Good, good. Hopefully we will all be well acquainted before long." He watches as she presents Canary. "Oh, how charming! Darla, honey, come out and meet Canary."
The Varasian rolls up his sleeve where you see a life-like tattoo of a snake on his scarred arm. Suddenly, it bulges and writhes and seemingly slithers right out of his arm. The small viper coils around his arm and holds its head up, darting it tongue out at each of them. The snake slithers back down his arm and up around the man's neck. It seems to hiss into his ear. Teric turns and makes a soft hissing sound himself and then turns back to Zeeva with a smile. "Darla thinks the market is quite beautiful."

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Belinda judges Calamity judgingly for her tardiness. A stern gaze is all she conveys, but that is relaxed after the explained relationship between their charge and her. Belinda requips the infamous Signifier mask, and watches out for potential ambushes. "Oh. Before we get too caught up, I had a couple of questions as well. One was do you know where the Aspis is operating out of? The second question was if you had any allies in the city that may be able to help with additional information?"
Perception: 1d20 - 2 ⇒ (1) - 2 = -1

GM Z..D.. |

Answering Teric, "Weapons, armor, and magic goods. Those things have their place, but my customers are not adventurers. They are people looking for food and goods they need to survive. The Green Market is a community-based business.”
As you look around the market, not one weapon can be seen at any of the stands.
Turning her head to the hellknight, "Unfortunately, I do not know where they are staying. As far as allies, I think you are it."
As you are walking around, Zeeva is approached by three individuals. Aspis badges shining brightly in the open air market. Two of which have greatswords and the other wears no armor, but has an ornate dagger hanging off his waistband.
"Zeeva, we would like an audience with you." The male in robes says to her, "We'd prefer a private setting to discuss business, so as to not interrupt the serene setting of you lovely market."

GM Z..D.. |

"We just wanted to have a chat, but I guess you society ruffians want to fight" Says the robed man.
They are all human males. So no knowledge checks needed for this one.
Calamity Init: 1d20 + 6 ⇒ (13) + 6 = 19
Malark Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Teric Cain: 1d20 + 1 ⇒ (2) + 1 = 3
Daedîn: 1d20 + 12 ⇒ (1) + 12 = 13
Belinda: 1d20 ⇒ 7
Korandil: 1d20 + 1 ⇒ (4) + 1 = 5
GM: 3d20 ⇒ (14, 4, 13) = 31
Round 1
Bold May Act
Calamity
GM (Green & Blue)
Marlark
Daedin
GM (Red)
Belinda
Korandil
Teric

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"So you fellas are looking to dance? And here I left my calico dress back at the Lodge." As a swift action, Calamity sacrifices one of her Burning Arc spells to empower her Mage Bullets, giving Martha a +3 enhancement. Then Calamity calmly pulls out Martha as she steps forward, and out of the barrel of her pistol she unleashes a color spray at the Aspis goons, casting defensively, just in case they got them combat reflexes.
She turns to Zeeva, "You said to be gentle with 'em, right?"
concentration check: 1d20 + 13 ⇒ (8) + 13 = 21
Will Save, DC:20 (17+3 for Arcane Gun enhancement) for all 3 goons. Feel free to delete my purple boxes on map showing area blasted
Color Spray description

GM Z..D.. |

3d20 ⇒ (15, 13, 9) = 37
The group is hit by the spell. The robbed male stands there unfazed, while the other stand their stunned.
Marlek: 1d20 + 4 ⇒ (12) + 4 = 16
deadin: 1d20 + 11 ⇒ (6) + 11 = 17
Belinda: 1d20 + 2 ⇒ (10) + 2 = 12
Marlek, Deadin and Belinda disappear into the newly opened earth. Each person takes 3d6 ⇒ (5, 3, 1) = 9 falling damage and lands at the bottom of the pit prone.If you have rerolls to use, let me know and re roll.
To get out of the pit is a DC 25 climb check. It is 30 feet deep. Those standing adjacent to the pit, need to make a reflex save at the end of your turn with a +2 or else you fall in as well.
Round 1
Bold May Act
Calamity
GM (Green & Blue)
Marlark
Daedin
GM (Red)
Belinda
Korandil
Teric

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Teric quickly backs away from the pit as it opens. "Zeeva, run!" The mage smiles as he see Calamity has rendered the Aspis thugs helpless for the moment. He draws a metamagic rod and weaves a spell, forcing reality to his will. A ball of blue-ish flame suddenly appears and heads for the Aspis mage.
Cast Flaming Sphere, modified to cold (Marid Bloodline), using Rime metamagic rod. DC 20 Reflex Save to avoid damage. If he fails the save, he is also slowed (Freezing Spells) and entangled (Rime Spell).
Cold Flaming Sphere: 3d6 ⇒ (2, 3, 4) = 9

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To save time on me, I'll post what I'm doing. This won't really change between now and my action
Belinda stand up, dusts herself off, then retrieves her own Potion of Fly. "To the skies then?" She asks Malark.

GM Z..D.. |

reflex: 1d20 ⇒ 10
Yeah, not even close. Slowed for 1 and entangled for 2 if I remember correctly.
Korandil moves up and lands a decent hit on blue.
Daedin tries to climb but fails. While belinda and Malark pulls out potions.
Teric cast a freezing sphere. It impacts and hinders the mage.
Calamity go
Narris: 53/62 slowed 1 and entangled 2
Red: 80/80
Blue: 68/80

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Belinda looks at Daedin, a extends a hand. "Did you need a lift?"

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Guessing I am on botting duty then.
Botting Calamity
Calamity takes a few steps back and then attempts to put the sorcerer to sleep.
Slumber Hex
DC 16 will save
Fair enough. But DC is actually 18 these days (she leveled up and casting stat went up--I've updated the profile to correct that). Also, if there's still time, as a swift action she'll invoke her for patron for Curiosity, which will bump that WIll save DC to 19

GM Z..D.. |

Even better
The sorcerer mind blanks and the he drops into sleep.
The blue aspis comes around. He is now wounded and his leader is unconscious on the ground in front of him.
He shakes his head and withdraws.
sorcerer save: 1d20 ⇒ 3
Bold May Act
Calamity
GM (Green & Blue)
Marlark
Daedin
GM (Red)
Belinda
Korandil
Teric

Malark Kreel |

Malark flies out of the pit and then tries to catch the Blue Aspis guy.
He starts to yell when he comes over the Blue guy. double move
"Stop or I will cut you in half!"
intimidate: 1d20 + 10 ⇒ (12) + 10 = 22

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Belinda drinks the Potion, smashing in on the ground afterwards. "I'll clean that up, but we have a job to do" With both hands free now, she grabs or is grabbed onto Daedîn, and starts to fly out of the pit.
Based on my knowledge, with 50 ft fly speed, adjust for armor 40, straight up takes double. So 20 ft closer?

GM Z..D.. |

That seems about right. And it is magical flight, so I don't think you need a fly check for that. I hate flying rules so much.
The other guard regains his senses. He notices the robed man on the guard and the other running away. He takes the clue and takes off in the other direction.
Leaving the robed male on the ground, passed out.
Belinda gives Daedin a lift. She gets 20ft up. 10 left to go
Bold May Act
Calamity
GM (Green & Blue)
Marlark
Daedin
GM (Red)
Belinda
Korandil
Teric