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Please dot (add a post) in here and then delete your post to add yourself to this campaign.
1) I am based in Southeast Asia (UTC +8) so my posting hours may be unusual (especially for those in North America). I usually update at least one or twice per day. Just to keep the game moving, please post at least once every day and at least once during the weekend.
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5) Please note that on the following days, my posting can get unpredictable:
Tuesday/Thursdays - all day, as they are the 2 busiest days of my work week
6) Please complete the Macros and the Slides linked at the top of the page.
7) Questions, concerns? Feel free to share them in the Discussion tab.
8) Let's have some fun and tell a great story together! After all, that's what we are here for.

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Your adventure begins as you are led into a somewhat damaged shop. Discarded papers and debris have mostly been cleaned up, but the location has clearly been burglarized. As you are taken into the backrooms, you find several chairs positioned around a table.
"Would you like coffee, tea or any other refreshing beverage? Immaculate-Weaving-Under-Moonlight Nairaba and Kitsch will be with you shortly."
Please introduce yourselves

The Carnelian Signet |

A human woman of Chilexian heritage enters the shop. Her face is covered in powdered white ash and she hops to and fro with each step.
"Either someone needs to clean this place, or they need to keep partying." The woman laughs to herself. "I'm the Carnelian Signet. My employer sent me here on a mission of some kind. As long as we're above the board that should be fine."
She passes some time getting her hands a bit too close to the candles...

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A disheveled woman dressed in plain, dirty clothes enters the shop with a halting gait. “Hi,” she says, scrutinizing her surroundings curiously. “I’m Mitzi.” She bends down to pick up a scrap of paper, examines it for several moments, then adds “Metsuri.” Instead of taking a seat, she continues wandering around the room, tracing her finger along some dusty shelves. Finally, as if there had been no pause at all, she answers “Tea.” She wipes her fingers in her long scraggly hair, dislodging a few twigs. “Please.”

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A kitsune arrives, bandana on his head and has a poker face. He scans the area to familiarize himself of who are he is going with for the mission. He then briefly meditates to commune with the spirits to ask for their guidance before proceeding.
"Delta Variant." he says flatly. A greataxe is stowed behind him, alongside healer's toolkit and a backpack.

The Carnelian Signet |

"My my, live a little." The Carnelian Signet hops up from her seat as the newcomers arrive. "No need for formalities, we're not in school any longer."

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“Sorry,” Mitzi says to the Carnelian Signet as she seems to notice the others for the first time. “Is … there a way we’re supposed to act?” The short, wiry woman drags one of the chairs away from the table, then steps up onto it to peer at the top shelf. “This … is my first Pathfinder mission.” Her basic gear supports this notion: other than the standard adventurer’s pack on her back, all she carries is a utility knife and a well-used hatchet for chopping wood.

The Carnelian Signet |

"Do as you please, Mitzi. Just remember you have great potential. Feel free to flaunt it." She puts her hands on her hips and juts her left side outward.
"For example, how many people can say they have met such unique individuals?" She nods towards Dendri, Delta Variant and the talking bird.

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"Would you like coffee, tea or any other refreshing beverage? Immaculate-Weaving-Under-Moonlight Nairaba and Kitsch will be with you shortly."
Sorry for the delay, I've been sick
"An ale!" cries the ulfen man draped in furskins, which barely conceal a large greataxe strapped to his back. He looks around the disheveled room. "Seems that I missed a fight!" He declares. "Or quite a party!"
"I would have liked to have been invited to either." He laments.

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Your drinks arrive in short order. As you begin to consume them, a Mwangi man and an ysoki woman enter the room. The well-dressed man begins speaking immediately. "Hello Pathfinders! I’m Immaculate-Weaving- Under-Moonlight Nairaba, head of Procurement for the Society, and this is my counterpart, Kitsch, head of Supplies. We’re extremely sorry you’ve gotten pulled into this situation on short notice, but we have a bit of a problem, and we could use your help to resolve it. You see, while we were trying to set up trade with Ravounel, some extremely rude individuals calling themselves The Silver Devils decided to barge their way in here and wreck everything. They took some gold and a few valuables, but they’ve also stolen something whose true value they probably don’t know."
Her expression serious, Kitsch speaks up. "We suspect they stole it on accident, but what they got is a cipher that contains a lot of very important information. Society business partners, trade arrangements, shipping routes, and even all known entrances to the Maze of the Open Road. This could be extremely dangerous; if that cipher is decoded, especially by Chelaxian intelligence, the Pathfinder Society in the region could begin to suffer ‘setbacks’ and ‘accidents’ across the board. Obviously, we’d strongly prefer that this not happen. These Silver Devils clearly have ties to Cheliax."
"So, to get to the heart of the matter," Nairaba says, "we really need that cipher back. We’d like you to sneak into the enemy hideout, which we’ve discovered is in a cluster of buildings near the Salt Gate of Old Kintargo, and get it back."
Kitsch straightens up, lightly waving a hand to draw the attention back to herself. "I’d like to point something out. Based on our inquiries, the Silver Council is the best thing to happen to Kintargo since its founding, and these Silver Devils are a violent reactionary force looking to drag Ravounel back into the darkness of Chelaxian rule. While we wish for the cipher to be recovered successfully, please destroy it if you have no other choice. Our priority is that it not fall into the hands of Chelaxian spies, as Cheliax is likely to use it to cause problems not just for us, but for Kintargo and all Ravounel. We really don’t want to tip the Devils off and let them know that they’ve managed to get their hands on something valuable. Caution is our best bet—after all, if they learn we’re desperate to get it back, they might just go to ground with it."
"Insofar as we’ve been advised, the cipher was being updated with information regarding contacts in Kintargo who wish to do other business with the Procurement and Supplies Division, which as you might understand is very important. Operating within this area is still rife with a certain amount of danger due to Chelaxian interference, so we keep those records secret. It just happened to be here at the wrong time."
We have a few contacts who might enable you to infiltrate the location, and we’d prefer if you kept force to a minimum. The more force we bring to bear, after all, the more important the information may be deemed. Besides, the thieves are likely to bolt while a battle is being fought. If this information goes to ground, we might be unable to find it again, or it could just be turned directly over to Chelaxian intelligence. As we’ve said, we’d really prefer to avoid that.[/b]"
Kitsch speaks up, "Should be a sealed tube, like a scroll case made of metal. A locked latch holds it closed, and it has a tiny emerald embedded at the top to help us keep track of it in the event it gets mixed in with other scrolls."
"Questions?"

The Carnelian Signet |

"Glorious..." Issil recalls her grandmother's tales, stumbling into the Silver Ravens. Embracing her powers but rejecting her Infernal sponsors. The Ravens eventually fell as Hell had its vengeance, but their efforts were never forgotten.
"The Silver Devils, do they wear any common clothing? Something we could disguise ourselves with?" She taps some of the white ash on her face. "The closer we get to the cypher before they notice us, the better."
Issil has +6 Society, +6 Lore Heraldry Lore. She'd like to learn more about the Silver Devils.

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Fevrik listens to Kitsch, attempting to process all that he has heard. After some time, he concludes, "So, no fights? And, no parties?"
He looks around for service, "I believe I will need another ale, then. Make it two."
He listens to see if the others have any questions, as he attempts to drown his disappointment.

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Mitzi looks sympathetically at Fevrik—she’s not at all sure that she’s the right Pathfinder for such a sneaky, delicate mission. They must be really desperate. She clears her throat and voices her misgivings. “My … talent … isn’t exactly subtle.”
Nonetheless, she tries to think of ways to help, recalling whatever scraps of misremembered gossip she might have heard about the Silver Devils. “Who … are these contacts?” She slurps her tea, then adds, “What … kind of buildings are they in?”
Lore (Silver Devils) +0, Lore (Salt Gate) +0 w/Dubious Knowledge

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Issil Telfae's Society (T): 1d20 + 6 ⇒ (11) + 6 = 17
Dendri's Society (U): 1d20 + 1 ⇒ (20) + 1 = 21
Mitzi Metsuri's Society (U): 1d20 + 0 ⇒ (6) + 0 = 6
Champion Ra's Society (U): 1d20 + 0 ⇒ (14) + 0 = 14
Fevrik the Wild's Society (): 1d20 + 0 ⇒ (14) + 0 = 14
Though Ravounel has maintained its independence for several years, there are still elements within Kintargo who view the city and nation as being more orderly under Chelaxian rule.
Moonlight smiles at Fevrik's chagrin. "I'm sure there will be a fight at some point. It is unlikely the thieves will hand it over if you just ask for it. However, we would like you to infiltrate the Silver Devils' hideout so as not to spook them. AFTER you find them, you may have your fight..."
Kitsch adds, "We can point you in the direction of some of the places the Silver Devils hang out. We would like you to begin your infiltration tonight, before they realize what they have and decide to spirit the cipher out of the city. Good luck."

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The urgency of getting the cipher back severely restricts the time available to prepare. You have until sunset, thereby limiting you to only a couple of preparation tasks apiece.
You may each attempt 2 activities. There is no penalty for more than one PC attempting the same activity; however, any individual PC cannot attempt the same activity twice. You may, of course, come up with your own creative way of gathering intel or preparing for this mission.
You can ask around about the Silver Devils in taverns and bars near the Salt Gate.
Skills:
Diplomacy to Gather Information
Society to Recall Knowledge.
A local gang in the area known as the Burning Daggers has a bone to pick with the Silver Devils and can be convinced to create a distraction.
Skills:
Deception check to Lie to the Burning Daggers,
Intimidation check to Coerce them into helping
Diplomacy check to Make an Impression on the rival gang.
By Scouting the warehouse district, you can not only find the location of the Silver Devils’ base but also be made aware of its potential defenses and the gangs’ numbers when infiltrating the hideout.
Skills:
Stealth to Sneak
Perception/Scouting Lore check to Seek
You could pretend to want to join up with the Silver Devils, ingratiating yourself with the gang.
Skills:
Deception to Lie
Performance to Perform
Athletics check to Grapple (by impressing them in arm wrestling)
Fortitude save to drink with them.

The Carnelian Signet |

"Ravounel has been independent for several years. But some yearn for a more... orderly Chelaxian rule." The Carnelian Signet mumbles, a small bit smoke puffing out from her lips. "Fools."
"I do like the idea of a fight, however... why not Involve a Rival in their affairs? The Burning Daggers could be cajoled into calling them out."
Finding the Daggers is no problem, proud braggarts don't hide their gullibility. She tells them the Silver Devils had a big score recently, some kind of superweapon they hope to use to dominate the city. Of course they don't have it ready yet, so a preemptive strike would pay off handsomely.
Involve a Rival, Deception (E): 1d20 + 10 ⇒ (11) + 10 = 21
May as well infiltrate the Silver Devils themselves. Claim she has infernal heritage (which is true), claim they will pay better than her employer (which would be true if she actually joined them), claim her fiery blood would help them (that is a lie, of course.)
New Recruits, Deception (E): 1d20 + 10 ⇒ (12) + 10 = 22

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Fevrik finds little solace in Moonlight's promise of a potential fight later. But, then, Fevrik has difficulty finding solace in general.
Instead, eager to see the matter ended quickly, he heads to the warehouses where he hopes to find these "Devils".
Scout the Warehouses, Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Unsure is the ruffians he viewed were the "Devils" themselves, Fevrik seeks confirmation from his fellow Pathfinders. When The Carnelian Signet suggests infiltrating the band, Fevrik goes along. After the woman who is most certainly not Issil Telfae, makes her claims, Fevrik makes a claim of his own. "Allow me among your number and you will have the strongest arm in town!"
He thrusts his elbow to the table, prepared to put muscle behind his claim.
New Recruits, Athletics check to Grapple: 1d20 + 7 ⇒ (12) + 7 = 19

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Though she doesn’t particularly relish fighting, Mitze has a hunch that her skill set might be similar to Fevrik’s, so she tags along with the Ulfen man, heading to the warehouse district to seek out the Silver Devils’ base.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Afterwards she follows him and the elegant noblewoman to infiltrate the gang. There the ex-hermit does her best to be friendly. “Drink?” she offers in an uncertain voice. Trying to think of how to subtly indicate her interest in joining them in illicit activities, she adds “Under the table?” And thus a drinking competition is born.
Fort save: 1d20 + 9 ⇒ (18) + 9 = 27

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Delta silently leaves with the group and begins scouting the warehouses.
Scout the Warehouses: Perception: 1d20 + 8 ⇒ (9) + 8 = 17
He then meets some members of Burning Daggers, coercing them to help him lest they will be dealt with the spirits he can commune with. "How about you help me with a plan against the Silver Devils. Let's plot together, or you will be plotted."
Involve a Rival: Intimidation: 1d20 + 6 ⇒ (4) + 6 = 10

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Wow... looks like you all did well here :)
Dendri finds an interesting tidbit from chatting with the crowds at the waterfront dive where she was directed. Success
The Carnelian Signet manages to make contact with the Burning Daggers, who agree to cause a diversion when the Pathfinders infiltrate. However, Delta Variant's attempt seems to have fallen flat as the Burning Daggers laugh at his appearance. 1 success, 1 failure
Fevrik, Mitzi, Champion Ra and Delta Variant head to the docks (at different times of course!) and manage to find which set of warehouses the Silver Devils use as a hideaway. 4 successes
Entering one of the warehouses, Dendri, The Carnelian Signet, Mitzi, Champion Ra and Fevrik attempt to join the Silver Devils. They believe The Carnelian Signet's story about her fiery blood and nod among themselves. Mitzi easily drinks a dwarf under the table. Fevrik challenges and beats a bear of a man at arm wrestling. Champion Ra manages to keep up with another drinker. However, Dendri's story falls a bit flat and she fails to impress. In the end, however, the Silver Devils are convinced that you would make good additions to the group. They do say, however, that "We can't take ya to the headquarters today as there's an important meeting going on."
Mitzi - Crit Success;
Fevrik, Champion Ra, Carnelian Signet - Success;
Dendri - Failure
Total Edge Points Gained: 11

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As you gather back at the shop, you prepare for your infiltration. The sun has gone down and you get ready to move out.
any last minute purchases, go ahead and list them (just do so before you make any checks!) :)
Welcome to the Infiltration System!
* The Infiltration consists of a series of Obstacles that you need to overcome.
* Each PC can attempt a given Obstacle once.
* Skill checks earn successes as follows: CS/S/F/CF - +2/+1/0/0
* Failures don't reduce the number of successes. They cause additional complications that the party would need to resolve.
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.
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TRACKER
Round: 1
Obstacle: WATERY ENTRANCE
Skills:
Survival
Diplomacy/Perception to hire a boat (+2 bonus if you tip the sculler 2 gp)
Successes: 0/6 Group
Awareness Points (Bad):
Edge Points: 11
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Those with ** may go
**Carnelian Signet
**Dendri
**Mitzi Metsuri
**Delta Variant
**Champion Ra
**Fevrik the Wild

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“I … wonder what they’re meeting about?” Mitzi muses to her companions, while still staring admiringly at Fevrik’s bulging biceps. “Do you think they’re figured out what the cipher is?” When it comes time to infiltrate the Silver Devils, she scans the harbor for a boat they can hire.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20

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No ash. No red. Just worker's clothing. The Carnelian Signet arrives with her Quick Disguise stored safely.
"Just call me Issil." She smiles. "I do wonder what they big meeting they have tonight. If we're lucky they're too drunk to notice us."
She moves to the sculler and drops 2 gold pieces into their hand. "We need an escort to that building over there. Keep it quiet, please."
Perception to hire a boat: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23

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Fevrik sticks a finger in the air to test the conditions for boating.
Survival: 1d20 + 5 ⇒ (18) + 5 = 23
"Now's a good time to sail." He concludes. "Or row."

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Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Delta joins them in finding a boat to hire for the water trip.

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Yikes! Apologies! The number of successes needed is not 6. Those who spent money or used a hero point, keep them.
I also forgot to mention that you may use Edge Points to turn a Failure into a Success
Fevrik sticks a finger in the air and determines the time is right to launch a boat. In record time, you make it across. Crit Success
You land on the island and immediately spot a guard house.
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TRACKER
Round: 1
Obstacle: GUARD POST
Skills:
Diplomacy/Deception to convince them to look the other way (2 gp bribe gets a +2 to this check)
Athletics/Stealth to climb over the wall
Successes: 0/2 Group
Awareness Points (Bad):
Edge Points: 11
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Those with ** may go
**Carnelian Signet
**Dendri
**Mitzi Metsuri
**Delta Variant
**Champion Ra
Fevrik the Wild

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Issil moves up to the guard and "drops" 2 gold pieces. "I was told to relieve ya for the evening. Boss mentioned there was a private party or somethin'. Told me to give you some spending money. Go on, get out and have some fun, you lucky ducks."
Deception + Bribe: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 I'll use an edge point if that fails

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"Really?! Finally! Hear that, Wally? Yer a good egg, my friend!"
Wally and friend head off to party... Success
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TRACKER
Round: 1
Obstacle: GUARD POST
Skills:
Diplomacy/Deception to convince them to look the other way (2 gp bribe gets a +2 to this check)
Athletics/Stealth to climb over the wall
Successes: 1/2 Group
Awareness Points (Bad):
Edge Points: 11
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Those with ** may go
Carnelian Signet
**Dendri
**Mitzi Metsuri
**Delta Variant
**Champion Ra
Fevrik the Wild

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Mitzi gives Issil an impressed look when she gets rid of the guards. “That … was amazing, Carnelian. I mean, Issil.” If truth be told, she looks much nicer without all the ash.
With the way now clear, the scruffy smaller woman sneaks over to the wall and takes a climbing kit out of her pack. She tosses a grappling hook up onto the wall and proceeds to climb the attached rope, leaving it in place to help the others up after her.
Athletics: 1d20 + 5 ⇒ (16) + 5 = 21

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"It's not the first I've had to sneak around." Issil grins. "You have quite a throwing arm..." She watches as Mitzi hurls the grappling hook over the wall with ease.

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athletics: 1d20 + 2 ⇒ (18) + 2 = 20 I’m also large sized if that provides any hidden bonus in climbing that wall, as well as I can temporarily fly giving me height added.

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As Issil charms the guards to look the other way, Mitzi sends a grappling hook over the wall and climbs across. You hear Wally and his friend move off and realize the dock is longer than you thought. The wooden boards of are very loud if one doesn’t step carefully.
Those who rolled (Dendri and Champion Ra), if you have the necessary ability, I'll let you keep the roll
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TRACKER
Round: 1
Obstacle: OLD SQUEAKY FLOORS
Skills:
Stealth/Acrobatics to avoid the squeaky places
Successes: 0/4 Group
Awareness Points (Bad):
Edge Points: 11
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Those with ** may go
Carnelian Signet
**Dendri
Mitzi Metsuri
**Delta Variant
**Champion Ra
Fevrik the Wild

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Acrobatics: 1d20 + 1 ⇒ (17) + 1 = 18
Delta tries his best to be light-footed, as he is not accustomed to walk on wooden planks of the docks.

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Delta manages to stay off the squeaky planks.
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TRACKER
Round: 1
Obstacle: OLD SQUEAKY FLOORS
Skills:
Stealth/Acrobatics to avoid the squeaky places
Successes: 1/4 Group
Awareness Points (Bad):
Edge Points: 11
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Those with ** may go
Carnelian Signet
**Dendri
Mitzi Metsuri
Delta Variant
**Champion Ra
Fevrik the Wild

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I did mention that if you had the ability, I was going to let you keep the original roll. So Champion Ra would have a 25 -- unless he prefers to keep that natural 1 of course! :)
Despite his large size, Champion Ra manages to nimbly hop from board to board, avoiding the squeaky ones.
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TRACKER
Round: 1-2
Obstacle: OLD SQUEAKY FLOORS
Skills:
Stealth/Acrobatics to avoid the squeaky places
Successes: 2/4 Group
Awareness Points (Bad):
Edge Points: 11
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Those with ** may go
**Carnelian Signet
**Dendri
**Mitzi Metsuri
Delta Variant
Champion Ra
**Fevrik the Wild

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"My apologies, I didn't realize you were so... big." Issil ponders at Champion Ra as he leaps around the boards. Such lovely wings.
Acrobatics: 1d20 + 8 ⇒ (7) + 8 = 15
Honestly, she's jealous at his grace. Like embers in the wind...

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Unlike the others, Mitzi doesn’t try to maneuver past the squeaky boards with nimbleness, but rather moves slowly and softly, one deliberate footstep at a time, as if carefully sneaking up on unsuspecting prey.
Stealth: 1d20 + 5 ⇒ (16) + 5 = 21