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Hello all! I am Gita, and this is Git! It's wonderful to meet you all! I hope you are all well and I'll do my best to keep everyone healthy -- and happy!
(You see a small red-haired gnome with an orange cat. The gnome has a mug tied onto her belt, and a holy symbol of Cayden tucked next to it.)

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Ex tomb guardian and Ex Trade Prince here. New incarnation for a new season.
You can see lean dwarf with ancient Osiriani symbols upon his body. He carry now weapon and sometimes burps and farts. But in general - K'Anubis is a friendly oldboy. The dward is almost motionless in usual life. And he will gladly keep enemys less active.
Make a deal with us, or go to Anubis!

GMAndrewW |

It is indeed, a boat! In fact, not one boat but two! The Merry Mayflower rendevous with another vessel, the Lightbringer. Crossing abord the crew escort you below decks to meet Valais Durant and Guaril Karela.
Entering the captain's cabin Valais begins. I need your help for a task that requires both great risk and discretion. The aasimar woman gestures to a green-eyed Varisian man, who flashes a sly grin framed by a thin mustache. This is Guaril Karela, a prominent figure among the Sczarni, she continues.
The Sczarni maintain a smuggling ring, providing freedom to those chafing under the oppression of Belimarius, the Runelord of Envy and ruler of Edasseril. Demand for such services is high, she pauses and casts a somewhat disdainful glare toward Guaril, allowing the Sczarni to extract hefty sums from desperate patrons. I find the practice rather distasteful, Valais sighs. However, collaboration with his operations grants the Radiant Oath some measure of oversight in ensuring proper treatment of the refugees. Further, I have Guaril’s personal assurance that the Sczarni will not demand more in payment than their clients can afford.
Transportation’s expensive, Guaril chimes in. Not to mention paying off border guards and harbormasters. It’s dangerous work. Certainly, you wouldn’t expect my people to take such risk and not be properly compensated, would you? Or have you forgotten that Belimarius has placed a price on my head?
Not the first to do so, I’m sure. Valais notes, before continuing, Belimarius and her minions began to suspect Guaril’s intentions the last time he was in Edasseril. Now, they seek not only his head, but those of his known associates, including those among the Pathfinder Society. It is not presently safe for them or Guaril to venture within Edasseril’s borders.
I had a number of clients ready to go, before leaving Xin-Edasseril, explains Guaril. Most of the arrangements are already made. All you need to do is make contact with the clients. Give them the time and place for departure, then escort them out of the city—with their payment. The Sczarni stresses. You’ll get a hefty cut of the payment you secure as compensation for your hard work.
I prepared a client list, Guaril says, handing over a sheet of scrawled paper. Memorize it. Then, tear it up, burn it, chew it, swallow it—whatever you do, get rid of it! If Belimarius gets a hold of it, it’s a death sentence for anyone named on it.
See the Handout on the slides page
You’ll be entering Xin-Edasseril disguised as merchants, explains Valais. These papers will allow you passage in and out of the city for five days before they expire. At dawn on the fourth day after your arrival in Xin-Edasseril, the ship Rolanna’s Prayer will arrive in a bay just outside the city: Shard Cove. The boat can accommodate five clients, providing an excellent opportunity to escape undetected. One of the clients, Flitch, knows a secret tunnel to Shard Cove.
Once the clients are aboard ship, return to the city. Any remaining clients that you weren’t able to smuggle out by sea will have to be smuggled out of the city with you, which means you’ll have to get them past the guards at the docks. Your ship, the Merry Mayfly, must depart the docks once your papers have expired.
The clients are expecting to deal with me, cautions Guaril. But as that’s not possible, and as it’s now a few days past the window when I was to make contact, the clients might need some reassurance to go through with the job.
Giving the Pathfinders a stern look, Guaril then warns, While you’re in Belimarius’s back yard, be careful. You are foreigners in Xin-Edasseril, and Belimarius has eyes everywhere. Don’t do anything that would draw unnecessary attention to yourselves. The last thing you want to do is tangle with the authorities. The runelord’s forces are well trained and quite capable. Keep your wits about you at all times and your blades sheathed.
We cannot afford one of you being arrested or interrogated. Pay any bribe required to remain free. I don’t want to further expose any part of the operation, says Valais. Our goal here is to bring hope and freedom to as many souls as we are able. It is risky, but hope and freedom are worth the price. Do you have any questions?

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K'Anubis, sitting at large chest, nods for a while before saying with south accent
Master Carella. I used to work with you and dear Trade Prince al Haqam before the Whispering Tyrant coming out. So, I am familiar with your moral compass and colaboration specific.
As I understand this mission, this Feltch might be one of most important clients to take care of.
Can we expect not only names but protraits?
Also, even I used to live ages ago, I somehow missed moment when a Runelord came out. Can you tell us more about Xin-Edasseril nowdays and how it sustain?
K'Anubis inspects the scraped paper and adds:
And one more question: what you mean by "Yours Truly" here? Last sentence.

GMAndrewW |

Guaril gives a bit of a shrug. I leave it to you to decide how best to proceed but Flitch does know where the secret tunnel to Shard Cove is. I have no portraits, the decriptions of where they are should suffice. As for the city, its run by a paranoid ancient wizard, keep your heads down and your weapons sheathed. As for Yours truly, a simple honorific, it bears no significance.
There are a number of checks available at the start which I shall make secretly. If you want me to make a check for you let me know your modifiers for the following: Society, Warfare Lore, Thassilon Lore.

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A goblin, dressed in robes and scarred by burns, looks up from a book and says, "Are we being provided funds for the bribes, should they be necessary, or should we deduct that from the client's payments?"
Beckett has a +8 to Society and Thassilon Lore.

GMAndrewW |

A quick note on secret checks. I will be rolling them off site to avoid the temptation of metagaming. We have five players currently, I will be adding a sixth, just waiting to hear back from someone
Beckett and Kanubis put their heads togther to discuss what they might know about their destination. The agree that Edasseril is the western kingdom of the nation of New Thassilon, which was founded by the two surviving runelords of ancient Thassilon. Edasseril is the domain of Belimarius, the Runelord of Envy. Xin-Edasseril, the nation’s capital, is located on Peridot Isle.
Beckett recalls reading about Belimarius. She became the tenth and final Runelord of Envy upon the murder of her predecessor. Over five thousand years ago, she ruled the Thassilonian realm of Edasseril, a nation of bitter rivalries, byzantine bureaucracy, and enslaved giants, until shortly before Earthfall. As the result of her efforts to avoid the catastrophe, the ancient city of Xin-Edasseril became trapped outside of time, allowing the runelord and her citizens to survive the worldwide calamity known as Earthfall.
However, Beckett also recalls that to this day, the story of Belimarius’ ascent to power serves as inspiration to many of the bureaucrats within her employ.
You have a +1 circumstance bonus to checks to make a request or coerce bureaucrats in Xin-Edasseril.
You have until tomorrow evening UK time to ask any further questions after which I will move us on to arriving in Xin-Edasseril. You each have 1 Hero Point, if any of you have achieved a Glyph you may hand out an extra one. Now is also the time to slot ay boons you have.

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I would like to slot a promotional boon: campaign service award. Thanks.
You have until tomorrow evening UK time to ask any further questions after which I will move us on to arriving in Xin-Edasseril. You each have 1 Hero Point, if any of you have achieved a Glyph you may hand out an extra one. Now is also the time to slot ay boons you have.
I have one glyph, in theory. But, it's from a convention, and I don't think all the tables have been reported. Your call whether or not you want to count it. :) I'm not terribly invested either way.
If you allow the glyph, then I'll have two hero points to hand out. The coin allows me to hand one out ad hoc. I prefer to save that one to prevent PC deaths.

GMAndrewW |

The glyph is fine. The campaign service point cannot be used to save a different PCs life. You can use it to allow another PC to reroll a check. You couldnt use it to allow them to auto stabilise.
Volunteers who make exceptional contributions to Organized Play can earn campaign coins as a recognition of their hard work. If you have a campaign coin, you gain a bonus Hero Point at the beginning of every adventure. In addition to the normal powers of a Hero Point, you can spend this special Hero Point to allow another player to reroll a check.

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Gita asks if her merchant disguise might be that of an ale merchant; she has "Alcohol Lore" and feels that she could carry that type of merchant off better. Plus she would feel extremely devout while doing so, as a Cleric of Cayden. Are there any other tips for normal merchant behavior and bargaining sorts of things that might be available?

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Hurrying down the pier towards the boat is an oddly dressed gnome, wearing a long black tuxedo-style coat over a chain shirt. In one arm, he cradles a fine lyre and on his head is a black silk top hat covering much of his teal-hued hair.
Upon boarding the Merry Mayflower, he looks around in wonder. When he's brought below deck to meet everyone, he smiles brightly, doffs his cap and formally bows with a grand flourish, "Greetings everyone! Please accept my apologies for being tardy. Oh dear. Yes, the wagon let me off at the wrong dock. But where are my manners? I am Jeeves. It's my extreme pleasure to meet each of you. I'm but a humble servant and will do my best to support and inspire you all to success with the help of my trusty lyre."
Jeeves looks around the room and sees the goblin. "Beckett! Fantastic seeing you again. I had no idea we'd work together again so soon." He adds under his breath, "Clearly, I should have hired your driver to get here from our last mission." He smiles and shrugs.
After getting briefed on the mission, he offers, "In a former life, I was an emissary to Thassilon. I was once familiar with their society and customs as I spent many a day in their council chambers. Perhaps some of that information is still current."
Jeeves has +8 in Society and +8 in Thassilon Lore.
Slotted boons and PFS School items noted on my character sheet.

GMAndrewW |

Jeeves consults with his colleagues about New Thassilon and largely confirms what they already know.
Later that day the group are transferred to the Merry Mayfly. Its a short and calm trip to Xin-Edasseril and on the morning of the fourth day the Mayfly slides into the docks. All around gleaming buildings rise high into the sky although the City still bears marks of its tumultuous recent history. Massive scorch marks mar some buildings while others have been snapped clean in half by almost unimaginable forces. Those buildings are surrounded by extensive scaffolding and you can see construction and rebuilding going on apace.
As you disembark two members of the Emerald Guard who protect the city stop you to examine your papers. They are clearly experienced, well equipped and heavily armed with both magical and mundane gear. They carefuly scrutinse your documents but seem satisfied, As outsiders you have a curfew, you may not be outdoors for more than eight hours in any day. You must remain indoors at all other times. I suggest you find lodgings hereabouts. Remember, your papers expire in five days, you must leave before then. He pauses and assesses the group, noting your weapons. You wont need those in the City, we are responsible for maintaining order. If there is trouble call for a Guard. Your weapons must remain stowed at all times. Now, on your way.
With that the Emerald Guard let you past into the city.
OK, we are properly started now. What do you do? If you would like to make a society, thassilon lore or underworld lore let me know and give me your modifier.

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Upon disembarking the ship, Jeeves turns to his colleagues. In a soft voice, he asks, "Did they say that one of the...clients...knows of a secret tunnel? If so, should we identify that location first?"
Jeeves scans the area and tries to recall what he remembers of this part of town.
Society and Thassilon Lore, +8 each

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Jeeves looks around the room and sees the goblin. "Beckett! Fantastic seeing you again. I had no idea we'd work together again so soon." He adds under his breath, "Clearly, I should have hired your driver to get here from our last mission." He smiles and shrugs.
Beckett smiles as Jeeves enters the room, "Ha! I asked Balentiir for another tomb to explore as soon as he finished debriefing us. Sadly he didn't have any more permits so he put me on a boat to Varisia and said he'd seen a request for Thassilonian experts. Don't know why he didn't put you or Tanuak on the boat with me.
With that the Emerald Guard let you past into the city.
OK, we are properly started now. What do you do? If you would like to make a society, thassilon lore or underworld lore let me know and give me your modifier.
Stepping off of the boat Beckett stares at the city in wonder. "So this is what these cities looked like before they got crushed..."
After a moment the guard's words sink in and Beckett responds with a chuckle, "Don't worry about us officer. Pathfinders are famously well behaved!"
Pulling a journal from his robes Beckett consults his notes.
Society and Thassilon Lore both +8.

GMAndrewW |

Jeeves recalls that The Emerald Guard is the city guard of Xin-Edasseril. Highly trained and capable, they maintain a presence throughout the city. Graft and corruption are rampant among the organization.
You do indeed have a list of clients to contact. It is entirely up to you to dcide which order you tackle them in. It will generally take about 2 hourrs to move between any two locations given the size of the city. You are only allowed outside fo eight hours per day. You could of course split up if you wanted to cover more ground.

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The glyph is fine. The campaign service point cannot be used to save a different PCs life. You can use it to allow another PC to reroll a check. You couldnt use it to allow them to auto stabilise.
Quote:Volunteers who make exceptional contributions to Organized Play can earn campaign coins as a recognition of their hard work. If you have a campaign coin, you gain a bonus Hero Point at the beginning of every adventure. In addition to the normal powers of a Hero Point, you can spend this special Hero Point to allow another player to reroll a check.
I'd like to slot one as well.

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I am still figguring out how to deal with boonas as I usually GM, not play. So for now its gonna be "One-who-Waits" Slotless boon from Unforgiving Fire Quest #2. MAybe it will save me from critical failure...
Hello, master Jeeves. You are dressed to good for our company, my friend. I asume to be a broker with Labor Union connections. And yes, always a pleasure to take a look after our hot team members while explore a new tomb ocaisenally.

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Jeeves smiles to Kanubis and nods, "Well met, good Kanubis. But please, call me Jeeves." He pauses, sensing confusion, and explains, "Before my embassy work, I was but a humble servant. It was appropriate to refer to my long-time employer as Master Fredegar. As a small bit of irony, he felt it amusing to include Master in my paperwork for the government. As you can imagine, there is too much red tape for me to undo his little jest. So while my official identification includes Master, I assure you that I am no Master. And while I'm trying to break the habit, I still often refer to those whom I serve as Master, as a sign of respect."
You are dressed to good for our company, my friend.
Jeeves touches his hat and nods at the compliment. "I was always taught to dress for success, especially when dealing with foreign diplomats. I do my humble best."
Jeeves looks around to see if anyone has thoughts about his earlier comments about the client who knows about the secret tunnel, and he asks again, "If there's a secret tunnel where we have to meet our clients, my thinking is that we need to find that location in order to tell the others. Was Flitch the one who knew about the tunnel? If so, should we visit him first?"

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Before we get too far, I'd like pick our free consumables. I'd like to get two minor healing potions, please. Thanks! :)
"Greetings, Pathfinders. Nice to meet you in person, Gita."
As Jeeves suggests a course of action, Dar nods his head. "I agree. Finding the tunnel is important."

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Gita smiles and says, "Nice to meet you in person too! Flitch sounds like a good choice to me! If we pass any breweries near there, it would of course be excellent for an ale merchant such as myself to make a brief visit! I could then ask about other breweries, and note any that just happen to be near our other folks for the future. I will keep notes on the quality of their wares of course!"

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Beckett will select a minor healing potion for his free item.
"I agree that we need to locate this Flitch first. No point in finding the others until we have a way to get them out of town."

GMAndrewW |

The group heads across town towards the address they have for Flitch. The city is a bustling metropolis, filled with merchants, hawkers, beggars and gangs of feral children running through the streets. The Emerald Guard are out in force but more than that you are left with the definite impression you are being watched. Belimarius is a paranoid old wizard ruler and almost anyone you meet might be a spy.
As you get closer to Envy Row East the presence of guards reduces and the gangs of feral children become bolder, rushing past you in a hurry to be, somewhere. Probably reporting to their paymasters on your activities. Flitch's apartment is a rundown ground floor flat in a decaying apartment block. No sign here of the industrious repairs going on in the market district. Here all you have is rotten boards, peeling paint and weed choked little gardens.
Knocking on the door brings no answer. In the flats above you there is the odd twitch of a blind from some nosey neighbour but the alleyway is otherwise quiet. For now.
What do you do?

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So, Two gnomes in the party. Passion and illusion you can expect.
---
Upon arriving...
We face troubles. Seems like our contact missing. I suggest we await for a while, ask neighbors, and walk around here. Maybe these ... Khm.. Children will answer questions for a Silver coin and some sweets...
K'Anubis takes a look around, especially for windows to possible see inside the building.

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Gita responds, Our contact may have reason to fear unknown ruffians coming up to their door, and might be inside -- or exiting a back way... Gita casually gets a little closer to the door and listens, and asks her orange accomplice tabby Git (who has "scent" today), Smell anyone in there, Git?
(Gita and Git's both have Perception +4.)

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Jeeves nods to his fellow gnome, "I believe Mistress Gita is correct. If I remember our briefing notes, they warned that Flitch might be frightened and hiding out."
When Gita steps aside, Jeeves also listens at the door. Perception +8
He then tries the door and frowns at the poor lock. "It looks like we could try forcing it open, but does anyone have any skill with picking locks? Why use brute force and risk scaring the gentleman even further if a more subtler approach may suffice?"
As this gets discussed, Jeeves adds, "I'd be happy to offer both my music and a Guidance spell to assist in such an attempt."
Guidance for +1 status bonus, and Inspire Competence allows the bard to aid, for a +1 (or +2) circumstance bonus, which stack.
Jeeves looks for a volunteer among us whom he might assist with the lockpicking.

GMAndrewW |

Jeeves hears nothing inside but his sensitive nose picks up the unpleasant odour of rat droppings.
If someone wants to give it go please go head and roll. You will need two successes, guidance will only benefit one roll and you bcome immune for 1 hour after benefitting from it. Its very obviously a poor quality lock so you know the DC is 15.

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Harsk appears to be trained in Thievery.
Jeeves turns to the ranger, "Master Harsk, on the boat ride over, weren't you telling me about certain skills you picked up involving lock-picking?"
Assuming Harsk is willing to give it a try, Jeeves strums his lyre, and chants:
"Let me help you with this door.
Should be easy, lock is poor."
Guidance for +1 status bonus
He continues strumming, while he thinks of a proper tune to inspire Harsk even further.
"We're here at door that is locked.
Our way would appear to be blocked.
.....But we're in no danger.
.....A lock-picking ranger.
A hero who shouldn't be mocked."
Inspire Competence, allows Jeeves to Aid making a Performance check.
Performance to Aid: 1d20 + 13 ⇒ (8) + 13 = 21
Whether it's DC 20 or DC 15 (to Aid), this should provide an additional +1 circumstance bonus throughout both attempts. So a total of +2 for the 1st attempt and +1 for the 2nd.
On a side note, the final line of the limerick above was originally gonna be: "Will certainly prove we're not focked." But wasn't sure if that was a little too racy. :)

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While preparations for enter process in progress, K'Anubis walks around more just to be sure that the team is not being watched.
I can provide my muscles and a crobar if necessary. Just ask. , - he says listening for Jeeves rhythm.