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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.
2) Please keep all posts and communication in all channels limited to a PG-13 level and be both positive and inclusive.
3) Please label all three of your actions. Even if you think what you are doing is obvious.
4) If I am unavailable for longer than 24 hours, I will let you know in the Discussion Tab. Out of respect for your fellow players and myself, I ask that you do the same. Real life happens, and real life will always take priority over the game, but out of fairness for your fellow players, please let us know if you will be unavailable for an extended period of time.
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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You are all gathered in the back room of the Southgate Inn, having been rushed to the aid of Greensteeples by the Pathfinder leadership. As you wait, you get to know your traveling companions (or catch up with them in this case)...
Go ahead and introduce/catch up here

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The elderly halfling lady passes out pastries, as she often does. "There you are dear. Now, you know I can always cook for everyone on the mission, but only if one of you big strong tallfolk carries my cooking gear--it's a little heavy for me to lug around myself, so I may have to leave it here. Now, it's okay if you can't--I know you all have your own gear to carry too!"
She puts her hand into the same apron pocket from which she produced the pastries and draws out a small vial, which she holds up to show everybody. "Oh," she says brightly, "and if any of you wants any poison you just let Granny Ida know."

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A nagaji slithers in, halberd in hand, and elaborately dressed.
Greetings, my name is Tarta. I come to you from Minkai, and if you see my dress and have questions, it's because I feel that fashion is a very important part of diplomacy. I use fashion to evoke feeling. I have built a fashion empire in Tian Xia, and it means the world to me. That said, I also know how to fight.....
She displays and flashes her halberd, and displays her strength by twirling around in circles.....
....except her long tail manages to trip up Ida, sending her flying.
Tarta cringes. Oops.

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A goblin with a pistol enters and waves.
"Greetings! Squeg Wildshot. Good with a gun and... not too much else. Pleased to meet you all!"

Ephesian Aputhil |

A twisted humanoid with gobs of his flesh hanging off of himself in strange lumps joins the group, his skin is red as if ready to burst into flames, smoke issuing forth from his body occasionally.
"Hello friends, you may call me Ephesian, of house Aputhil. Though the truth is a bit more complicated, suffice to say that I am a jack of all trades, though I do burst into flames every so often, try not to worry about that too much, as it usually means I am bursting with insight to give my companions!
GM Note: Ephesian is a Thaumaturge with the Oracle Archetype and will use Oracular Warning at the start of each combat that he is able.

Poppy Pant |

A no-nonsense elven woman pops up from within the throng, almost like she was always here.
"Hello, I'm Poppy, a psychic fighter with a bow. Much like Squeg I'm not much of a talker, but I look forward to adventuring with you all."

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"Here you are, dear."
Ida idly passes a small vial to Tarta and Ephesian along with their cakes.
Sharp weapons? Then you should each take a dose of graveroot.
"And I do have some cakes with a bit more kick--those aren't just sweets, though, and you should save them for when you need them. Guns and bows? Take these, though be warned they'll also make you a little less hardy. If you don't want them, let me know. I won't be offended, and I'll do something else."
You can each take a quicksilver mutagen if you'd like one. Ida will take two herself.
She frowns at Matei. "I'm sorry, I don't think I have anything in particular for you, dear. You're welcome to a mutagen, but if you aren't using a ranged weapon, I don't know that you'd be able to predict when it might be useful. And I can give you something infused with healing elixir, but I daresay it might be wasted in a doctor's hands. I can help you see in the dark, but most of us can't so we'd still need light--and I just can't efficiently do that for everyone. Well, have an extra cupcake instead."
Matei can have a quicksilver mutagen or darkvision elixir if he wants one.
Ida will make elixirs of life with any leftover Advanced Alchemy, but unfortunately those don't scale until level 5 so she's still using the level 1 type--1d6 healing and +1 vs poison and disease. Might still be useful in a pinch, so she'll give those to party members who don't otherwise have healing abilities.
2 graveroot, 4 quicksilver mutagen, 2 elixirs of life

Ephesian Aputhil |

Ephesian takes the graveroot and carefully stows it away on his person.
"In place of a real healer, I can serve in a pinch as well. I have the ability to use scrolls of all kinds, and try to keep one or two on myself regularly, though I will also often be in the thick of things, so it can be a little dangerous at times depending on the enemies we face"
Ephesian takes a rank 2 scroll of heal for his provisions.

Poppy Pant |

Poppy thanks Ida effusively for the quicksilver mutagen and seems to excitedly contemplate it's effects. Poppy also gives Ephesian her rank 2 scroll of heal in place of her own pathfinder provisions.

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Waiting for the following:
Macros - Ephesian, Poppy
Slides - Matei
RPG Chronicles - Ephesian, Poppy

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Matei can retcon his intro when he's back
Despite sharing a wall with it, the backroom of the Southgate Inn is as quiet as the taproom is raucous and filled with bustling activity. The proprietor, Nincia (or Nan to her friends), pours ale and other requested drinks into their flagons, then sits down at the table.
"My understanding is that you all were selected for this mission due to your proximity to Egorian or the speed at which you were able to be sent here. Regardless, these are for you." She places a paper labeled 'Shopping List' on the table alongside a pair of sealed envelopes that bear the marks of two of the Society's high-ranking Pathfinders
"That's one of Varian's letters. You'll need the light of a wayfinder to read its contents." She locks the door to the backroom to make sure that no one is disturbed by either her patrons or prying eyes.
After reading the letter from Varian, Nan warns you that dottari and Hellknight presence in the city are both heightened, making even trivial journeys in and out of Egorian much more dangerous. She also gives you a coded letter from Varian that she says should be delivered to Benedet in Greensteeples.
To help you get into the city, Nan provides a hand-drawn map that shows them how to enter Egorian through a nearby sewer drainage pipe and make it to a condemned townhouse two blocks from Greensteeples; a recently installed trap door beneath the townhouse can allow them entry. Unfortunately, most of the usual routes to Greensteeples through the sewers have been blocked off over the last few years by dottari patrols and city engineers.
Deep in the Old City, the neighborhood now known as Sorrowside hosts the only active Pathfinder Lodge in Cheliax.
Dwarfed by the ostentatious black and red buildings that surround it, Greensteeples stands out as a small, ivy-covered manor of an architectural style that seems to predate its neighbors and outclass them in the subtleties of classic design. By comparison, the larger structures surrounding the manor telegraph their designers' need to display their loyalty to the forces that aligned themselves with Cheliax's ruling house. Nothing about the more unassuming building speaks to its role as Cheliax's only active Pathfinder Lodge.
The streets outside Greensteeples are swarming with Hellknights and dottari who have locked down the historic residence and busy themselves with destroying generations of Jeggare heirlooms. All the while, they pile books and furniture from within the manor house into the courtyard to burn. Through every broken window, more Hellknights can be seen pillaging or vandalizing the treasures within.
A fire already consumes the haylofts in the stables next to the manor, causing an orange glow to peek above the courtyard walls as if to warn of the manor's inevitable fate.
Infiltration Prep (1 activity as a party):
* Gossip
* Scout Location (harder DC)
* Forge Documents (even harder DC)

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Matei's Society (T): 1d20 + 7 ⇒ (3) + 7 = 10
Ida Tappleby's Society (T): 1d20 + 9 ⇒ (10) + 9 = 19
Ephesian's Esoteric (T): 1d20 + 12 ⇒ (9) + 12 = 21
Poppy's Pathfinder Society (T): 1d20 + 8 ⇒ (15) + 8 = 23

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Squeg tries to be inconspicuous, hiding in the shadows and studying the location.
Stealth: 1d20 + 10 ⇒ (11) + 10 = 21

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Oops. Sorry. Please decide as a group which Infiltration prep you'd like to do. There is only one prep activity for this one.

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"You know, I really don't care for these Hellknight people. I feel like you shouldn't have to explain that devils are bad."
Ida's probably best at forging, but if it's much harder and nobody else is then we should probably go for something else.

Ephesian Aputhil |

Ephesian thinks for a moment.
"I would prefer to gossip. Any chance to spread the good word is my preferred way of doing things. I would probably be alright at forging documents, but stealth is...not my strong suite.

Poppy Pant |

"I'd prefer to gossip, but maybe if we want to scout, I try to use my local contacts (a la Eyes of the city feat) to see if I can use my brains to track down Benedet's whereabouts/status."
If it's unclear whether or not Poppy can use the feat in this way then she'd lean more towards hiding/scouting but will likely only be mediocre at gossip / scouting.

Poppy Pant |

It sounds like we're currently sitting at:
2.5ish for gossip
1 for forging
1.5 for stealthing/scouting
*with the .5 representing the uncertainty I raised around my feat's applicability.
Given we've heard no updates while we wrestle with the infiltration dilemma, I will just go ahead and commit fully to gossips to keep things moving. There is a fire in the hayloft afterall!
@Martei if you want to weigh in that would likely help keep up rolling, otherwise we'll have to take your silence as ascent. I imagine a bard would want to gossip, but Idk your character.

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Looks like it's gossip...
GOSSIP (Diplomacy 18)
You seek out rumors about the infiltration's target.
Go ahead and make your checks to prepare

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"Well here you are dear, you look like you could use some cake. My goodness, what is happening over there?"
Diplomacy: 1d20 + 5 ⇒ (8) + 5 = 13
Ida's technique for asking around isn't working as well as she hopes, even when she distracts her targets with cake.

Ephesian Aputhil |

Ephesian, looking like something that might have just escaped a fire himself begins fearfully asking people in the crowd what could have happened.
Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23

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Ephesian manages to find some info about Greensteeples.
1 Edge Point
WELCOME TO THE INFILTRATION SUBSYSTEM
* 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. This will be in the form of Awareness Points (APs)
* For Group obstacles, anyone may make a check for the group. If you accumulate the required number of Infiltration Points (IP), you move on to the next obstacle.
* For Individual obstacles, each PC is required to accumulate the required number of IPs to succeed.
Dottari patrols roam the streets and hallways around the manor, looking for anyone they can harass or incarcerate.
This infiltration is particularly unforgiving, especially with one edge point.
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TRACKER
Round: n/a
Obstacle: ROAMING PATROL
Skills:
DC 18 Stealth
DC 20 Deception/Intimidation
Successes Needed: 2 (Group)
Obstacle Complete: n/a
Awareness Points (Bad): 0
Edge Points: 1
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Those with ** may go
**Ida Tappleby
**Tarta Atsal
**Squeg
**Ephesian
**Poppy

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"Hm." Deciding to save her ready-made quicksilver for when she's more pressed, Ida quickly mixes a few ingredients to make a paste, then swallows it. She immediately seems thinner, but more limber.
Quick Alchemy a quicksilver mutagen, then Stealth: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15

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Squeg and Poppy easily make it through but Ida accidentally kicks a rock that bounces off a stone wall. Hopefully nobody heard it...
WINDING SEWERS
The way into certain areas of Greensteeples interacts with the maze of sewers beneath Sorrowside. Through magic and feats of engineering, those paths are constantly changing to accommodate Varian's needs. A loud buzzing sound can be heard from some of the tunnels that lead between the walls of Greensteeples, as if caused by hundreds of bees.
This is an individual obstacle. Each player is required to pass the check. If a PC has successfully passed the check, you may Smooth The Path for your fellow party members (basically allow them to benefit from a Follow the Expert, +2 Bonus).
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TRACKER
Round: n/a
Obstacle: WINDING SEWERS
Friend of Greensteeples Background: +2 Circumstance Bonus to the check
Skills:
DC 18 Architecture/Engineering/Egorian Lore
DC 20 Survival/Thievery
Successes Needed: 1 (Individual)
Obstacle Complete:
Awareness Points (Bad): 1
Edge Points: 1
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Those with ** may go
**Ida Tappleby
**Tarta Atsal
**Squeg
**Ephesian
**Poppy

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Please roll a d20 in the discussion thread. A 19 or 20 means you win a $15 Paizo voucher. Please provide a valid email address so that it can be emailed to you.

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I have zeroes in everything here, save 1 in Thievery and it's an individual obstacle. Sigh
thievery: 1d20 + 1 ⇒ (15) + 1 = 16
I think I need to use an edge point if this fails.

Ephesian Aputhil |

Ephesian is also not great at any of these skills, so he tries to channel the spirits to understand more about engineering
Ephesian has the Willing Host Background
Engineering Lore: 1d20 + 8 ⇒ (6) + 8 = 14

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You can either use your lone edge point or hero point the rolls. your choice. Smooth the Path is available but unfortunately it won't help right now.
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TRACKER
Round: n/a
Obstacle: WINDING SEWERS
Friend of Greensteeples Background: +2 Circumstance Bonus to the check
Skills:
DC 18 Architecture/Engineering/Egorian Lore
DC 20 Survival/Thievery
Successes Needed: 1 (Individual)
Obstacle Complete: Squeg
Smooth the Path: Active (+2 to checks)
Awareness Points (Bad): 1
Edge Points: 1
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Those with ** may go
**Ida Tappleby
**Tarta Atsal
Squeg
**Ephesian
**Poppy

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Thievery: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
"Ah yes, I see. No dear, more like this."

Poppy Pant |

It sounds like we each need a success for the smooth-the-path check, is that right?
Thievery: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Poppy sees Ida and believes she and Squeg seem to have the right idea... hopefully this time she'll as dextrous as she feels she ought to be.

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Ida and Poppy also make it past the weirdly buzzing wall.
Ephesian and Tarta, you need to roll until you pass the obstacle.
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TRACKER
Round: n/a
Obstacle: WINDING SEWERS
Friend of Greensteeples Background: +2 Circumstance Bonus to the check
Skills:
DC 18 Architecture/Engineering/Egorian Lore
DC 20 Survival/Thievery
Successes Needed: 1 (Individual)
Obstacle Complete: Squeg, Ida, Poppy
Smooth the Path: Active (+2 to checks)
Awareness Points (Bad): 1-3
Edge Points: 1
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Those with ** may go
Ida Tappleby
**Tarta Atsal
Squeg
**Ephesian
Poppy

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Can't I use the edge point itself to guarantee the success? Or do I still need to roll again despite using the edge point?

Ephesian Aputhil |

Since we're out of edge points, I'll just roll till I get a success then
Lore: 1d20 + 8 ⇒ (5) + 8 = 13
Lore: 1d20 + 8 ⇒ (9) + 8 = 17
Lore: 1d20 + 8 ⇒ (8) + 8 = 16
Lore: 1d20 + 8 ⇒ (7) + 8 = 15
Lore: 1d20 + 8 ⇒ (1) + 8 = 9
Lore: 1d20 + 8 ⇒ (20) + 8 = 28

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"No dear, more like--oh. Yes, there we are!"
Ida will Aid. Looks like Aiding only has a chance to matter for two of those, so I'll just roll the relevant checks.
Thievery (Aid): 1d20 + 8 ⇒ (2) + 8 = 10
Thievery (Aid): 1d20 + 8 ⇒ (19) + 8 = 27 Hah! Critical success. That should... oh, do nothing because it's the same bonus type as Follow the Expert.

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Tarta will Edge Point her check. Ephesian doesn't appear to have added the +2 for Smooth the Path so his second check passes. +1 AP
The basement of Greensteeples connects several secret tunnels to different parts of the house. Unfortunately, the room where they converge hides a deep, deadly spiked pit trap that takes up nearly the entire floor.
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TRACKER
Round: n/a
Obstacle: PIT TRAP OBSTACLE
Friend of Greensteeples Background: +2 Circumstance Bonus to the check
Skills:
DC 20 Perception/Thievery
Successes Needed: 2 (Group)
Obstacle Complete: n/a
Smooth the Path: Inactive (+2 to checks)
Awareness Points (Bad): 2
Edge Points: 0
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Those with ** may go
**Ida Tappleby
**Tarta Atsal
**Squeg
**Ephesian
**Poppy

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How long are these rounds?
Actually... doesn't matter. If Ida's Quicksilver Mutagen has worn off, she's also had time to recover a Versatile Vial and will just make another one.
Thievery: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
"Oh, I think--no. Here, eat this." Ida pushes a bit of something bitter and chewy on Poppy.
Will Quick Alchemy another Quicksilver.

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Smooth the Path does not apply here, btw. It only applies to individual obstacles, and even then, at least one PC has to have completed it.
The 'rounds' aren't exactly rounds, but there's certainly enough time to cast a spell of chug a potion (as long as it doesn't take an hour to cast something)

Poppy Pant |

Poppy places a pinch of Quicksilver mutagen in her cheek much like an veteran ballplayer would dip snuff. She makes a face at the bitter flavor and attempts to be as thief-like as possible.
Thievery: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Bonus was assuming that Ida was giving Poppy a Quicksilver Mutagen (Moderate). Roll will be 1 less if it was a lesser mutagen instead.