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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.
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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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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."
Go ahead and introduce yourselves

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Bramblespine slowly unfurls and rights themselves, raising up from what initially appeared to be a thorny rose bush into a rather thorny humanoid who's hands open up like petals on a rose while closed roses encircle their neck.
With a strongly arboreal voice, Bramblespine speaks. "I am Bramblespine. Once a guardian of Feathereyes' Maze, after nearly 200 years of service I have decided to commit a life to exploring The Universe, with the help of the Society for whom I have served for so long."
Bramblespine follows up by shaking their head politely. "No refreshments for me please."
Bramblespine is a Ghoran.

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A kobold accompanied by what look likes a skunk made of metal and rusty parts waves.
"Name's Spurtz. Kobold inventor of sorts. That's Skunk, my companion. Been doing work. Don't mind some coffee or gunkberry juice if you have that!" Spurtz says. The skunk studies the others warily.

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A small green goblin with red bulging eyes wearing an oversized dragon suit arrives, humming a musical piece while waving his composer staff in front of him. Behind him follows a humble opposum that seems to be on her own, but still following the goblin.
Once he meets the others, he begins introduction. "Greetingsh, fellow Pathfindersh! I am Griphook Ragnok," he says and picks up the opposum. "With me ish my new pet, Dimplesh! Ishn't she niche? Shay high to them!" he then waves the small paw of his pet.
"Tea ish good for me." he adds after he brings down the opposum to the ground to wander by herself.

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A ghoran, a kobold, and a goblin walked into a shop... "I'm sure I've heard this joke somewhere," muses the dwarf with the unkempt red beard and bald head. He is dressed for exploration rather than the city and carries very few items besides his pack, a few medical supplies. A broad dagger stored in a sheathe at his side, and the well balanced axe in his hands that looks like it would be equally comfortable swung in one hand or two.
"My name is Lande." he says. (Pronounced just like land. Nobody knows whey there is an e at the end. Probably some bad translation from dwarven that got copied onto the official Pathfinder roster.)

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With a deep tanned skin the Shisk also is dressed for exploration rather than the city but he doesn't carry much besides his pack. No weapon are to be mentioned even if he has some bandage around his fists. On the other way he doesn't look like very strong. So why to try to use a weapon in this case? An armor can still be useful and his own one is well considered for the nature and water wandering.
Introducing himself like the others: We are Rinshu. Oh yes yes yes we are.

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Not dressed at all, and apparently unawares of socially appropriate behavior inside “someone’s home” - for indeed, the very idea of ownership over pieces of the land, while muchly normalized in civilized parts of the world, remains, from many other view points (including our hero’s), absolutely foreign! - a small mushroom of dark green color and indigo eyes wanders around the kitchen, and finding the coffee grinds used to prepare hot beverages for others, plants himself inside of it, soaking as like a humanoid plunging their feet into a cool pool of water…

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After a few minutes, 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."

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As the pair are speaking, a gnome approaches and whispers in Kitsch's ear. "Oh my, " Kitsch exclaims, "It seems that a pair of you haven't completed the paperwork for payment and indemnity release for this mission. Can't have that! Griphook, will you please complete those documents here and here. Coenocytic, you need to complete this document here as well."

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"Sounds like something we can take on. We'll be discreet. Anything else you can tell us about the Devils?" Spurtz says.

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Based on Ancient Memories Bramblespine will take Lore: Kintargo for the day.
Bramblespine ponders and listens to the answer to Spurtz's question.

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"I'm sho shorry! I don't know how I mishshed filling theshe up!" he quickly signs on the papers as he apologizes profusely.

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"Oh"
Thoroughly soaked in coffee, Hyphy fills out the paperwork.
"So the tube can't fall into the Silver Devils' hands, so destroy it at worst, retrieve it at best" he summarizes his mission. Looking around, he places a pseudopod on everyone present...
Griphook? A healer, supporter, ...?
Bramblespine? A supporter, healer, ...?
Rinshu? A skirmisher, supporter, ...?
Lande? A striker, shooter, ...?
Spurtz? Who knows! (No char sheet)
He prepares his spells...

Cytomegaloviral Symbiont |

At first glance, it appears that Hyphy simply has a rash, or perhaps cold sores, spotting his lips and mouth... that is, until, they move!
Gathering now from each infected spot, a singular consciousness seems to govern the movement of living creatures that, like a hive-minded swarm of microscopic constituents, weave together with a geometry of fluid dynamics...
...and suddenly leaps off of it's host's face with a SPLAT to land upon the ground, writhing, as if seeking another lifeform to leech into!
Cantrips (□□□□□): Glass Shield, Puff of Poison, Root Reading, Tangle Vine, Timber
First (□□□): Enfeeble, Sleep, Heal

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"Well, there's not much, other than them being a local gang. Their hideout is along the river somewhere. In fact, we'd like you to sneak into their hideout to try to get our cipher back. I would suggest leaving after sundown."
Lande Striden's Society (T): 1d20 + 6 ⇒ (15) + 6 = 21
Bramblespine's Society (T): 1d20 + 9 ⇒ (3) + 9 = 12
Spurtz's Society (T): 1d20 + 8 ⇒ (15) + 8 = 23
Griphook Ragnok's Society (T): 1d20 + 6 ⇒ (18) + 6 = 24
While the Silver Devils are unlikely to have a direct connection to Chelaxian agents, something as valuable as the cipher might draw some of those elements in. 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.

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Preparations
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 ask around about the Silver Devils in taverns and bars near the Salt Gate to learn more about the gang and their activities.
Skills:
DC 13 Society to RK
DC 15 Diplomacy to Gather Info
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:
DC 13 Intimidation (Coerce)
DC 15 Deception (Lie)
DC 17 Diplomacy (Make an Impression)
Bribery (at least 3sp gets a bonus)
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:
DC 13 Perception to Seek
DC 13 Scouting Lore to scout the area
DC 15 Stealth to Sneak scouts the area without being noticed.
You might pretend to want to join up with the Silver Devils, ingratiating yourselves with the gang.
Skills:
DC 13 Athletics to Grapple (e.g. impressing them in arm wrestling)
DC 13 Fortitude to drink with them impresses the gang and loosens their tongues.
DC 15 Performance to Perform
DC 17 Deception to Lie

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Spurtz listens to gossip, trying to find someone of his kin or a craftsman to talk to.
Society: 1d20 + 8 ⇒ (7) + 8 = 15
He also tries to sneak around the warehouse area without Skunk.
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18

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"Ash far ash I know, Shilver Devilsh are unlikely to have a direct connection to Chelaxian agentsh, but shomething ash valuable ash the chipher might draw shome of thoshe elementsh in. Though Ravounel hash maintained itsh independenche for sheveral yearsh, there are shtill elementsh within Kintargo who view the chity and nation ash being more orderly under Chelaxhian rule." Griphook conveys what he knows before he augments his life force with more temporary life. 10 temp HP from False Vitality
Spells (Rank 2) [X][][]: ◆◆ Spiritual Armament, ◆◆ See the Unseen, ◆◆ False Vitality, ◆◆ Soothe*
Spells (Rank 1) [][][]: ◆ to ◆◆◆ Force Barrage, ◆◆ Phantom Pain, ◆◆ Fear, ◆◆ Soothe*
Focus Spells (Rank 2) [][][]: ↺ Counter Performance, ◇ Lingering Composition, ◆◆ Hymn of Healing
Focus Cantrips (Rank 2): ◆ Courageous Anthem, ◆ Rallying Anthem
Griphook looks for Dimple and whistles to follow him for their mission.
"Hey, I know about Shilver Devilsh! Wanna join you to plot shomething really bad to them!" Griphook tells his intent to join the local gang.
Involve a Rival: DC 17 Diplomacy to Make an Impression: 1d20 + 11 ⇒ (15) + 11 = 26
"I will shpy on our enemiesh and will get back to you." he tells them after convincing them, and leaves.
He then goes looking for a group of Silver Devils.
"I want join your gang! I can do thish!" he whistles to call Dimples' attention, and with a flick of his composer staff, he summons an accompaniment of musicians with their musical intruments and begins to play a music, in which Dimples instinctively dances with.
New Recruits: DC 15 Performance to Perform w Musical Accompaniment: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
"What do you think?"

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Abyssal Lore (T) to Involve a Rival: 1d20 + 8 ⇒ (16) + 8 = 24
Intimidation (T) to Involve a Rival: 1d20 + 5 ⇒ (17) + 5 = 22
Harmlessly cute, our fungal hero saunters over the rival hideout and endeavors to get himself captured. Blindfolded, taken to the back, and tied to a chair, his supposed interrogation begins… and it is here his entire demeanor and persona changes!
Veins in his stem flush with dark purple cytoplasm, and the entirety of his flesh shifts color, he stirs in his chair, and yells ”RELEASE ME AT ONCE OR I SHALL DELIVER YOUR SOULS TO THE ABYSS AND YOU WILL SUFFER ENDLESS TORMENT” and they do, out of fear, and begin groveling as how they can make it up to him - that they are sorry for mistaking his true form for a simple fungus (rather than a ranked demon) - and it turns out Hyphy has just the mission for them…

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Coenocytic - you can only do each activity once so you'll need to change the other.

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Lande, giving into his scouting nature, will take some time to case the warehouse.
Perception: 1d20 + 10 ⇒ (11) + 10 = 21
He then tries to impress the Silver Devils with his strength.
Athletics: 1d20 + 10 ⇒ (3) + 10 = 13

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…sewing an insidious rumour about how the Burning Daggers were backstabbed by the Silver Devils and how he (Hyphy) knows the location of the snitch!
Diplomacy (T) to Gossip: 1d20 + 5 ⇒ (6) + 5 = 11

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Bramblespine will consult their massive memory for any details. Society(Gossip): 1d20 + 9 ⇒ (13) + 9 = 22
They will also spend some time casing the joint.
Perception(Scout the Warehouses): 1d20 + 10 ⇒ (1) + 10 = 11
Hero Point: 1d20 + 10 ⇒ (2) + 10 = 12

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The Shisk uses Darkened forest form to polymorph in an insect to scout the warehouses.
I assume I don't need to roll...
Then he tries to be member of the party drinking with them.
Fort: 1d20 + 9 ⇒ (3) + 9 = 12

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Rinshu - the problem I have with Darkened Forest Form is that it lasts all of 1 minute while the task you're trying to do takes way more than that. You'll need to do something else if you want to scout the warehouses

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Gossip
Griphook, Hyphae, Bramblespine and Spurtz go to a bar and schmooze with the locals. From what the locals said, "The Silver Devils are a menace, but mostly insignificant muckrakers, and there are maybe 10 of them total. Most are brats from a bit of money, but not much. They make trouble even for the other gangs in the area—hell, the Burning Daggers really hate them! The Silver Devils hide out in one of the old salt warehouses."
All get a +1 bonus to their next preparation activity
4 Edge Points (EP)
Involve a Rival
Hyphy manages to get the Bloody Daggers' attention and get interrogated. There he manages to put the fear of the Abyss in the rival gang.
Success, 1 EP
Scout the Warehouses
Lande, Rinshu, Bramblespine and Spurtz scout out the warehouses and learn of several structures in the gang’s territory that seem worth investigating. 4 EP
New Recruits
Griphook impresses the Silver Devils with a song and dance routine. Lande barely manages to beat a burly Silver Devil at arm wrestling. The Silver Devils agree that the short folk as "all right". However they also tell you that because of a "big meeting" tonight, they can't bring you to the Headquarters yet.
Meanwhile, Rinshu boasts about being able to outdrink anyone and ends up eating his words as one of the skinnier Silver Devils drinks him under the table...
3 EP

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You return to the shop to compare notes and prepare for the infiltration. The sun sets and you head towards the waterfront.
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.
* Successful skill checks earn Infiltration Points (IP) as follows: CS/S - +2/+1
* Failures don't reduce the number of successes. They cause additional complications (Awareness Points or APs) that the party would need to resolve.
* Failures earn APs as follows: F/CF: +1/+2
* Bad things can happen if the number of Awareness Points (AP) reaches a certain level.
* For Group Successes, any success rolled by anyone members of the group counts towards the total needed.
* For Individual Successes, each party member must achieve the required number of successes for the party to pass the Obstacle
* Edge Points can be used to turn failures (including Crit Failures) into successes
WATERY ENTRANCE
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. A PC who spends 2 gold to tip the sculler gets a +2 status bonus to this check.
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TRACKER
Round: n/a
Obstacle: WATERY ENTRANCE
Skills:
DC 15 Survival
DC 17 Diplomacy/Perception to hire a boat
Special:
+2 bonus if you spend 2 gp to tip the sculler
Successes Needed: 2 (Group)
Awareness Points (Bad): 0
Edge Points: 12
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Those with ** may go
**Lande Striden
**Rinshu
**Bramblespine
**Spurtz
**Griphook Ragnok
**Hyphy

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Spurtz and Lande find a way across without hiring a boat.
Rinshu attempts a different crossing but gets soaked instead.
(+1 AP)
The Pathfinders cross onto the Silver Devils' island base.
GUARD POST
The Silver Devils have 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.
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TRACKER
Round: n/a
Obstacle: GUARD POST
Skills:
DC 13 Diplomacy/Deception
DC 15 Athletics/Stealth to climb over the wall
Special:
+2 bonus to Diplomacy checks if you spend 2 gp to sweeten the deal
Successes Needed: 3 (Group)
Awareness Points (Bad): 1
Edge Points: 12
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Those with ** may go
**Lande Striden
**Rinshu
**Bramblespine
**Spurtz
**Griphook Ragnok
**Hyphy

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Diplomacy (T) vs DC 13: 1d20 + 5 ⇒ (16) + 5 = 21
Sensing the guard’s malcontent with his multipoxed peepers ”Oh don’t mind me. I’m just going to sneak in and rob or beat up the whole gang (haven’t decided yet). Say, you wouldn’t mind telling me the leader’s name, would you? That would make things easier…”

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The guards look shocked as Hyphae casually tells them what he's about to do. One recovers quickly enough to retort "Do you think they'll even tell US? Joinin' this outfit was a mistake!"
1 success

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Oops. Looks like I accidentally copied the Low Tier DC. DC is 3 higher, though Hyphae still succeeds
DCs for the first obstacle were correct
Lande manages to get over the wall... barely...
EDIT - Updated tracker to reflect Lande's attempt
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TRACKER
Round: n/a
Obstacle: GUARD POST
Skills:
DC 16 Diplomacy/Deception
DC 18 Athletics/Stealth to climb over the wall
Special:
+2 bonus to Diplomacy checks if you spend 2 gp to sweeten the deal
Successes: 2/3 (Group)
Awareness Points (Bad): 1
Edge Points: 12
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Those with ** may go
Lande Striden
**Rinshu
**Bramblespine
**Spurtz
**Griphook Ragnok
Hyphae

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Griphook approaches the guards, offering to guard the place in their stead.
"How about you take a break, and I will guard thish plache, what do you think?" Griphook tells them.
DC 16 Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28

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I think Griphook gets us there. If I need a check I've spoilered it below.
stealth: 1d20 + 7 ⇒ (3) + 7 = 10

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I think Griphook gets us there. If I need a check I've spoilered it below.
** spoiler omitted **
Oh so they're just going to see a plant slowly move across the guard post? :) *trying hard (and failing) to stop from giggling*

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"Hmm... Good idea. Now then, the Pathfinders are rumored to be wantin' to infiltrate, or so the grapevine says. You'll have to stop 'em. In the meantime, Bruno and I will just head over to the pub for a few drinks!"
Griphook easily convinces the two guards to take a break, while a plant surreptitiously moves across the guard post...
OLD SQUEAKY FLOORS
The wooden boards of the dock are very loud if one doesn’t step carefully.
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TRACKER
Round: n/a
Obstacle: OLD SQUEAKY FLOORS
Skills:
DC 16 Stealth
DC 18 Acrobatics
Successes: 0/3 (Group)
Awareness Points (Bad): 1
Edge Points: 12
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Those with ** may go
**Lande Striden
**Rinshu
**Bramblespine
**Spurtz
**Griphook Ragnok
**Hyphae

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Stealth: 1d20 + 7 ⇒ (18) + 7 = 25
Bramblespine does their best to not step on any squeaky floorboards.

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Satisfied of taking the post of the guards, he casually leaves when they are out of sight and heads over to the docks. He keep her feet light as he steps on the squeaky and not-so-squeaky planks.
DC 18 Acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21