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Tie them up with a handy coil of rope (or prison restraints) and then find an empty cell.

GM Bret |

Does anyone want to try to solve the puzzle?
I’ve heard a couple of “Not interested” and no one who wants to, which is why I ask. I don’t mind giving the group time to figure it out, nor do I mind giving indications when you are on the right or wrong track.
We are here for a role playing game, not a puzzle contest. If no one wants to solve it, I want to know that.

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I've tried a couple times, but so far nothing is clicking. I'll take another look and post any thoughts I have. Theron seems to be decent at noticing things. Anyone else interested in the puzzle at all?

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I'll take a little look. (Just checking in on the forum now after getting the toddler to sleep).
I did play this scenario in Standard a few years back, but don't recall the puzzle.
ETA: I have it. "ixpressly" is the key, I'll post in gameplay.

GM Bret |

Thanks.
These sort of puzzles can be problematic. First there is the problem of those who may have GMed or played the scenario before. Then there is the problem that the players may not enjoy puzzles. Just because someone likes RPGs doesn’t mean they like puzzles or ciphers.
Sometimes it causes a big problem in face to face where one or two players tackle the puzzle while the rest of the table is bored.
Then you have the issue that just because the player is good with puzzles doesn’t mean their character should be.
The puzzle is now solved, so we can get back to the adventure!

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I did play the adventure in Standard, but it was 4 years ago. It was on VTT - most likely I was afk when the puzzle came up and could have been quickly solved by others.
Sometimes it causes a big problem in face to face where one or two players tackle the puzzle while the rest of the table is bored.
I have been at PFS tables where puzzles have had exactly this effect. For myself, if I can't quickly see how to reach the solution I will get bored of it.

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This puzzle went pretty quickly when I ran it. Six Seconds to Midnight, though...

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"Wait! There was a puzzle?"

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Wizard up to (Transmuter) 5, then Eldritch Knight :)
;)

GM Bret |

Colleen downs one of her newly acquired potions.
[dice=captured potion of cure light wounds]1d8+1
And then another because the first one sucked.
[dice=captured potion of cure light wounds]1d8+1 5 left."Cheap bastards! They must have gotten these on discount."
What captured CLW potions?

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At one point we accumulated about 13 of them, six of which other folks picked up. Colleen pocketed the remainder, so if anyone else needs a couple, lemme know. Colleen has five of them now.

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I believe Colleen refers to the ones we took from the guards that we neutralised, GM.

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Who said they were potions of cure light wounds?
No one ever identified them. You were mostly healed by the first potion.
I'm pretty sure there's a post somewhere describing the fact that all the guards carry potions to heal themselves with, but here's for the 7 4 rando potions that Colleen pocketed.
Going back to count again I see I miscounted and that Korgaar says this but no one actually says "Yeah, that's what I do" so I'm going with actual stated actions.
perception (+2 MORE vs humans!): 1d20 + 5 ⇒ (8) + 5 = 13
perception (+2 MORE vs humans!): 1d20 + 5 ⇒ (12) + 5 = 17
perception (+2 MORE vs humans!): 1d20 + 5 ⇒ (3) + 5 = 8
perception (+2 MORE vs humans!): 1d20 + 5 ⇒ (16) + 5 = 21
She uses the ones that she recognizes as healing potions. And just in case....
Fort check v poison (in order, just in case): 1d20 + 5 ⇒ (16) + 5 = 21
Fort check v poison (in order, just in case): 1d20 + 5 ⇒ (2) + 5 = 7
Fort check v poison (in order, just in case): 1d20 + 5 ⇒ (4) + 5 = 9
Fort check v poison (in order, just in case): 1d20 + 5 ⇒ (14) + 5 = 19
Since 2 hp does not normally 'mostly' heal 9 damage, I'll need you to tell me how many hp I should be noting above.

GM Bret |

They are all the same type of potion.
Cure Moderate Wounds, 2d8+3 each. You were down 2 hit points after the first potion. Let me know if you drank the second potion to heal that.
Discuss it with the group if you want more than two potions, I interpreted it as Korgaar gave each of you two of the potions from the guards and no one said they weren’t taking them.

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Colleen doesn't drink anymore potions (however many she has) except to attempt to ID them.

GM Bret |

If a whole message is OOC, it probably belongs in discussion.
Colleen explains what she thinks the trap does. to the people across the hall. When you say 'touch', GM, I image that means with 10' poles too.
Did Colleen or anyone else ID any more recovered potions?
Did anyone want to get back to me on the adamantine question earlier?
Anything touching it will set it off. Doing it with a 10’ pole could allow you to set it off without you getting hurt. The prisoners in the middle of the trap would still get hurt.
All the guards carried one cure moderate wounds potion each. I don’t recall any other potions, if there were others please link me to the post.

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Additionally, the GM may consider utilizing terrain and environmental conditions when those effects have been written into the flavor of a scenario but the mechanics that are normally associated with them by the Core Rulebook have not been added to the encounters.
Anyway, I learned this little tidbit last year and it can definitely help balance some of the scenario encounters that normally just get smashed by fast moving, charging or 5-ft stepping PC's. Enjoy!

GM Bret |

Honestly for this encounter I do not think it would be appropriate to make it difficult terrain given the character levels involved and what will soon happen. It would increase the difficulty quite a bit if I were to make the inside difficult terrain. You’ve got first and second level characters in the group playing high tier. The four character adjustment helps quite a bit, none of the winches would be gone without it.
In my opinion those sort of adjustments are more appropriate when everyone is in the same tier and blowing through the encounters.

GM Bret |

By the way, you know all the potions from the guards were healing potions. One of the guards told you that. Colleen identified some of them as Cure Moderate potions. It would be correct to assume that all the potions were the same.
When you use one of the potions from the guards, assume it is a CMW.

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This feels close to done, but is there any reason to expect our characters not to be free for Outpost on March 6?

GM Bret |

Pretty sure Red would be spending all my AcP on Infamy reductions in a system that used it. He doesn't even rise to the level of antihero.
So far I haven’t given out any infamy in either Starfinder or Pathfinder Second Edition. In any case, a single point of infamy isn’t a big deal. It just limits what you can purchase.
Something like this situation would be questionable. As I said, I would have to think if it was on the same level as some of the other things specifically called out as giving Infamy.

GM Bret |

Congratulations! You have completed the Faithless and Forgotten series.
You made your primary and secondary success conditions.
PCs who return Zefiro to the Society alive fulfill their primary mission and earn 1 Prestige Point.
The PCs fulfill their secondary success conditions by maximizing their finds in the Bloody Nail and minimizing Cheliax's ability and cause to track who infiltrated the facility. They accomplish this by completing at least three of the following five tasks: kill none of the Bloody Nail guards; recover Zefiro's unaltered histories from area A9; cause at least eight delays while fleeing Ostenso; defeat the interrogator's forces in area B in seven rounds or fewer; or avoid the final combat encounter entirely. Doing so earns each PC 1 additional Prestige Point
You did all of these and created a total of 17 delays.
We have a few posts to wrap up the scenario, but all combat and checks are done.
I will double check, but I believe that everyone has given me their day job checks.
There is an additional boon for Liberty’s Edge faction. There is also one for Dark Archive, but none of you are in that faction.
It took quite a while, but I hope you enjoyed the series.

GM Bret |

While the site was down, I worked on your chronicle sheets.
Please let me know if you see any problems.
I can’t report the scenario until I have an answer on what you tell during the debriefing.

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Everything looks good. This was a lot of fun, all, even if Red didn't see eye to eye with everyone.
Thanks times three for running, Bret!

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Looks good as well, thanks for the 3-scenario run! It was fun.

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I always need someone who can fight!

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But... shields don't fight.
Yay! The site is back on at least one of my thinking machines. Thanks for game, guys and gals... Des. ;)

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Thanks for running GM.
Korgaar is now an actual wizard with a spellbook!
(At least, once I get around to updating his character sheet - chronicle is good btw).

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"You're a hairy wizard--um, Korgaar." Colleen says.
Likewise on the Chronicle. Thanks again!