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Nyx, it appears you already did the scouting. Is there anything else you'd like to do? I'll keep the roll of 18 if you can make it fit one of the other tasks.
You hear an angry voice make a grisly threat, then see Flutters sprint out of a nearby tavern. Obviously, they said something that offended someone...
Anything else the party wants to do? You don't have to. You can just declare that you've done enough prep and want to start sneaking in... :)

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When they have gathered together to share what they learned...
"They have an important meeting tonight. Might be a perfect time to sneak in and get what we need."
Gilgamesh is ready to sneak in too.

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Nyx, it appears you already did the scouting. Is there anything else you'd like to do? I'll keep the roll of 18 if you can make it fit one of the other tasks.
Thanks GM Tiger. Nyx will instead do the DC 13 Deception -Lie. He has a +5 Deception skill
Nyx wants a lie to spread. He says to the contact he'd met who had informed him about the Silver Devils:
"I'd heard that the Silver Devils are so skilled in fighting that they believe they can defeat the Burning Daggers easily. They're planning to wipe them out, down to the last member."

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Nyx heads over to the Burning Daggers and manages to convince them to aid in the Pathfinders' efforts.
As night falls, you prepare to infiltrate the Silver Devils' hideout.
Welcome to the Infiltration subsystem! If you've used the Chase subsystem, it's a little similar.
* You'll face a series of obstacles between you and your goal. Some of these obstacles will call for each hero to individually make a check, while some call for a single person to make a check for the group (and others can Aid).
* We know you'll clear the obstacle eventually, the question is how quickly and quietly you can do it. Successes earn Infiltration Points, which can provide opportunities; failures earn Awareness Points, which cause complications. Either way, you move on to the next obstacle.
*If you fail or critically fail a skill check, you can use an Edge Point to get a success instead.
As the Silver Devils’ main base is almost directly on the water, making entering over the river viable. The Pathfinders can hire a boat to cross the water. Offering the boatman a 2gp tip will give you a +2 bonus to the diplomacy check.
------------------
TRACKER
Round: 1
Obstacle: WATERY ENTRANCE
Skills:
DC 15 Survival
DC 17 Diplomacy/Perception to hire a boat
Successes: 0/2 (Group)
Awareness Points (Bad): 1
Edge Points: 10
------------------
Those with ** may go
**Lioness Lapping Blood
**Nyx Kirath
**Atlach
**Gilgamesh The Fistful
**Granny Deadybones
**Flutters Shyly

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Lioness approaches a likely looking boatman. He approaches closely, resting a hand on the man's shoulder and making sure he can smell his honey tinged breath.
"Pardon me, my good man, but would you mind giving me and my friends a ride over to that building? I would consider it a personal favor," he says.
Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23 +1 if this is a Make an Impression check.

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Atlach easily guides the party to the hideout. You see a guard post in front of their hideout where some members keep watch over their base, but they’re not very loyal and are fed up with being stuck on watch.
Lioness manages to convince one of the guards to look the other way.
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TRACKER
Round: 1
Obstacle: GUARD POST
Skills:
DC 16 Diplomacy/Deception
DC 18 Athletics/Stealth to climb over the wall
You may also bribe the guard (make an offer)
Successes: 1/2 (Group)
Awareness Points (Bad): 1
Edge Points: 10
------------------
Those with ** may go
Lioness Lapping Blood
**Nyx Kirath
Atlach
**Gilgamesh The Fistful
**Granny Deadybones
**Flutters Shyly

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Diplomacy 1d20 + 9 ⇒ (8) + 9 = 17
"Yes I can imagine sitting on watch for what seems like forever was not something you were promised when coming here - adventure awaits - but not here, not doing this. Have you ever visited Thistletop? It has delightful views of the ocean, you should go on an adventure!"

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The guard scratches his head. "Y'er right, mate. I deserve better 'an this!"
Past the guard post, you need to enter the compound through the docks.
The wooden boards of the dock are very loud if one doesn’t step carefully.
Flutters, you can do something else
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TRACKER
Round: 1
Obstacle: OLD SQUEAKY FLOORS
Skills:
DC 13 Stealth
DC 15 Acrobatics
Successes: 0/3 (Group)
Awareness Points (Bad): 1
Edge Points: 10
------------------
Those with ** may go
Lioness Lapping Blood
**Nyx Kirath
Atlach
**Gilgamesh The Fistful
Granny Deadybones
**Flutters Shyly

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Apologies. I copied the wrong DCs - I copied the ones for the lower tier. Please add 3 to the DCs (16 and 18 respectively).

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Nyx and Flutters easily move through the dock without notice but Gilgamesh almost gives the game away. Fortunately, he notices the loose board at the last moment and steps over it.
You realize that the compound is much larger than from across the river. There are several buildings that the Silver Devils have taken to using, and finding the right one will save you precious time.
You're doing great so far. You've pretty much slam-dunked the infiltration
------------------
TRACKER
Round: 2
Obstacle: A MAZE OF STRUCTURES
Skills:
DC 16 Survival
DC 18 Perception
Successes: 0/3 (Group)
Awareness Points (Bad): 1
Edge Points: 9
------------------
Those with ** may go
**Lioness Lapping Blood
**Nyx Kirath
**Atlach
**Gilgamesh The Fistful
**Granny Deadybones
**Flutters Shyly

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Nyx peers through the darkness with his elven eyes and tries to find clues as to which building the Silver Devils may be hiding.
perception: 1d20 + 9 ⇒ (15) + 9 = 24

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Nyx and Atlach find out which building is being used and how to best get there.
------------------
TRACKER
Round: 2
Obstacle: A MAZE OF STRUCTURES
Skills:
DC 16 Survival
DC 18 Perception
Successes: 2/3 (Group)
Awareness Points (Bad): 1
Edge Points: 9
------------------
Those with ** may go
**Lioness Lapping Blood
Nyx Kirath
Atlach
**Gilgamesh The Fistful
**Granny Deadybones
**Flutters Shyly

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Granny tries to find the way but gets turned around. Lioness is there to guide her to safety.
Entering the warehouse, you notice that the Silver Devils have placed tripwire rigged with jingling bells at most of the entrances to the warehouse. This could alert them to someone attempting to sneak in.
------------------
TRACKER
Round: 3
Obstacle: TRIPWIRES
Skills:
DC 18 Stealth to avoid
DC 20 Thievery to disable
DC 20 Acrobatics
Successes: 0/3 (Group)
Awareness Points (Bad): 1
Edge Points: 9
------------------
Those with ** may go
**Lioness Lapping Blood
**Nyx Kirath
**Atlach
**Gilgamesh The Fistful
**Granny Deadybones
**Flutters Shyly (2 checks - Rds 2 and 3)

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Gilgamesh almost snags one of the tripwires but catches it at the last instant.
------------------
TRACKER
Round: 3
Obstacle: TRIPWIRES
Skills:
DC 18 Stealth to avoid
DC 20 Thievery to disable
DC 20 Acrobatics
Successes: 1/3 (Group)
Awareness Points (Bad): 2
Edge Points: 8
------------------
Those with ** may go
**Lioness Lapping Blood
**Nyx Kirath
**Atlach
Gilgamesh The Fistful
**Granny Deadybones
**Flutters Shyly (2 checks - Rds 2 and 3)

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Flutters flutters over and easily avoids the tripwires. You make it through to the Headquarters. The Silver Devils’ headquarters is locked, as there is an important meeting taking place inside. The Pathfinders must first defeat the lock to get through the door.
Atlach borrows a set of lockpicks and goes to work on the door. He barely succeeds but the lock clicks open.
This is an individual obstacle. Each player needs to make a check. You have Edge Points to turn a failure into a success.
------------------
TRACKER
Round: 3
Obstacle: LOCKED DOOR
Skills:
DC 18 Thievery silent method
DC 20 Athletics not-so-silent method
Successes: 1/6 (Individual)
Awareness Points (Bad): 2
Edge Points: 8
------------------
Those with ** may go
**Lioness Lapping Blood
**Nyx Kirath
Atlach
Gilgamesh The Fistful
**Granny Deadybones
Flutters Shyly

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thievery: 1d20 + 9 ⇒ (8) + 9 = 17
heroic thievery: 1d20 + 9 ⇒ (14) + 9 = 23
will use hero point
Nyx gets his lockpicks back from Atlach and fumbles with it, nearly dropping it to the floor. Luckily his foot catches it, and he works on the lock.

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Lioness studies the door for a bit. His ears droop and his back hunches in defeat as he realizes there is no talking or thinking his way through a door.
With a sigh, he asks Nyx for the picks and makes a try.
Thievery (Untrained): 1d20 + 1 ⇒ (15) + 1 = 16
It's probably not going to get any better so I'll use an Edge Point.

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Granny just looks awkward
None of those skills!
Try making a check anyway then use an Edge Point. I've gotten untrained Natural 20's before :)

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OK wasn't wanting to crit-fail and create bigger issues, 10% chance of success, and 35% chance of a crit fail. :p
UNtrained Theivery1d20 + 1 ⇒ (6) + 1 = 7
Like that! :p

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Hey Rybar, you're not supposed to be here... :)
I'm assuming you're going to use an Edge Point, Granny :)
Nyx gets his lockpicks back and manages to open the door. Granny and Lioness manage to succeed after Nyx talks them through the process.
Gilgamesh Thievery: 1d20 + 10 ⇒ (20) + 10 = 30
Gilgamesh easily opens the lock...

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Flutters begins picking the lock. They think they almost have it but realize over and over that they were nowhere near to succeeding. Finally, out of frustration, they just kick the door in...
You hear the following conversation:
"So far, you’ve given me nothing. Vague promises of something that would help injure this upstart little nation, and now I sit on a dock smelling of fish, enduring your mealy-mouthed demands for payment and assurances. I say again, once my companions have properly examined this document you claim might be valuable, they can tell me if coming here was even worth my time."
A voice cracks slightly, takes a moment to compose itself, and comes out somewhat deeper on the second attempt. "That was the help with our risk. We didn’t have to bust up that shop for you, we still don’t even know what it is, but this message is encoded, so it has to be important. We want what you owe, through rule and contract."
"You speak those words as if you know what they mean, whelp. But… you are correct. You are owed coin for services rendered. By my Authority as a member of the Chelaxian government, our contract is fulfilled." There is a sound like that of a bag of coins hitting the table.

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You open the doors and enter. The room opens up to a view of the warehouse. Within are a multitude of boxes that smell of fish and salt. You see the two speaking figures. One of them has dressed in the robes of a scholar, but wields a wicked-looking mace. The scholar happens to look up and spots you.
"'Ware! Pathfinders! Get 'em!"
They draw steel and attack.
I'm going to give you all 1 free action to draw weapons
Lioness Lapping Blood's Initiative using Search: 1d20 + 7 ⇒ (9) + 7 = 16
Nyx Kirath's Initiative using Avoid Notice: 1d20 + 19 ⇒ (9) + 19 = 28
Atlach's Initiative using Search: 1d20 + 9 ⇒ (7) + 9 = 16 (Pilgrim's token)
Gilgamesh The Fistful's Initiative using Defend: 1d20 + 9 ⇒ (2) + 9 = 11
Granny Deadybones's Initiative using : 1d20 + 8 ⇒ (15) + 8 = 23
Flutters Shyly's Initiative using Follow the Expert: 1d20 + 12 ⇒ (15) + 12 = 27
Blue: 1d20 + 9 ⇒ (16) + 9 = 25
Red: 1d20 + 7 ⇒ (8) + 7 = 15
Cyan: 1d20 + 7 ⇒ (7) + 7 = 14
Green: 1d20 + 7 ⇒ (9) + 7 = 16
Yellow: 1d20 + 7 ⇒ (4) + 7 = 11
Pink: 1d20 + 7 ⇒ (14) + 7 = 21
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
**Nyx Kirath - AC 20 33/33
**Flutters Shyly - AC 17 44/44
Blue
Granny Deadybones - AC 17 28/28
Pink
Atlach - AC 19 (20 w/shield) 38/38
Green
Lioness Lapping Blood - AC 17 (18 w/shield) 36/36
Red
Cyan
Yellow
Gilgamesh The Fistful - AC 22 (24 w/shield) 52/52

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Nyx ◆draws a 2nd dagger, then ◆moves to find cover and ◆hides
I can't seem to move Nyx's token. Please move him one square south east

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Nyx: 1d20 + 11 ⇒ (14) + 11 = 25
Flutters waits for the perfect opportunity.
The man in blue robes advances and bellows. "Do you know who you're messing with?! I am from Cheliax! Our demons will eat your flesh!" Somehow the menace in the man's voice makes you all uneasy.
All Pathfinders are Frightened 1 as long as Blue keeps up the ability
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
* All non-baddies are Frightened 1 as long as they are within the purple circle
------------------
Those with ** may go
Nyx Kirath - AC 20 33/33
**Flutters Shyly - AC 17 44/44 (Delaying)
Blue
**Granny Deadybones - AC 17 28/28
Pink
Atlach - AC 19 (20 w/shield) 38/38
Green
Lioness Lapping Blood - AC 17 (18 w/shield) 36/36
Red
Cyan
Yellow
Gilgamesh The Fistful - AC 22 (24 w/shield) 52/52

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Grannys bones skae slightly, but she responds by holding her knitting needles up and then sending them flying at the scholar!
Needle Darts 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19
Damage 4d4 ⇒ (3, 4, 1, 3) = 11 Pierce/Cold Iron
◆◆ Cast
◆ Command Animal
Hungry races in and tries chewing on the scholar!
Attack 1d20 + 8 ⇒ (20) + 8 = 28
Damage 2d8 + 4 ⇒ (6, 8) + 4 = 18
◆ Move
◆ Strike

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Flutters cant see the scholar so moves over to get a look, putting him in range.
No! You CAN'T eat my friends. I WON'T ALLOW IT
So saying she sends a blast of electricity at the blue robed scholar.
ea: 3d4 ⇒ (3, 1, 1) = 5 DC 20 basic ref.
Maybe her bark is worse than her bite - or she's just warming up.