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Gameplay Thread

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You people may as well introduce yourselves to each other.

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Is there a specific room where we are supposed to wait for the briefing? Maybe like this one? ;-)

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Standing patiently off to the side, a blond-haired woman wearing a finely crafted chest plate, appears to be slightly uncomfortable. Her expression, laden with concern, looks more than a little restrained. Her athletic form leans slightly to the left due to the weight of a menacing looking sword that rests heavily on her hip. Clenched in one hand, is the top of a heavy steal shield that is currently being balanced between her hand and the floor. The forward-facing side of the shield has a detailed mural of a wing and a sword crossing in the center of it, which is outlined by knotted linework that boarder’s the edge of the shield. Her intricately crafted breastplate, which sits over a dark blue winter coat, has hand-worked images of people battling demons with angels lurking overhead. Once again, she finds herself standing alone, the first to arrive.

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At least this room has cucumber and limes in the water. And there's even tea and coffee along with a few pastries and other treats available. The room is decorated in bright and sunny colours and there are even pictures of various landscapes on the wall. A rather pleasant looking meeting room for all of you to meet in.

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A muscular dwarf with black hair and pale skin wearing hide armor marches in, carrying a very long hammer of fine dwarven craftsmanship.
He nods at the woman and introduces himself briefly.
"My name is Dimak Doomhammer. Nice sword."
His eyes fall upon the refreshments.
"What? No beer?" he asks with a raised eyebrow.
And again, just water! That doesn't count as 'refreshment'! At least not for a dwarf...
Dimak face falls, but then he realizes there's food.
"Well, at least there's something to eat while we wait!"
The dwarf sits down and starts to stuff his face with pastries.

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"My name is Dimak Doomhammer. Nice sword."
Saphera briefly raises an eyebrow. "Well met Mr. Doomhahher." She replies while watching the dwarf indulge himself.
Soon her attention shifts to the Half-Elf. "Hello to you as well."

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You have assembled in Oppara, but not for the opera. Instead, you are in in the Pathfinder Society lodge—a modest building disguised as a bait and tackle shop—before the local venture-captain, an aging man named Muesello (N male human expert 3/sorcerer 5).
Greetings, and welcome to Oppara. Thank you for coming on such short notice. We have recently received reports that an item of extreme antiquity has been found. The late Lord Tulwin of Oppara is—was—the patriarch of a clamoring host of children, and none of them were believed to care much for the miser. Toward the end of his life, he supposedly poured all of what was to be their inheritance into the acquisition of an item of extreme value—an Azlanti scepter recovered by a Taldan Army of Exploration centuries ago. Such was his disdain for his offspring that he arranged for his body and most valuable belongings—the scepter among them—to be spirited away within an hour of his passing so the ‘vultures’ couldn’t squabble over his treasures. The scepter was believed lost to time, until now.
Our reports suggest that the scepter and the late Lord Tulwin lie entombed somewhere on Antios’s Crown. I need you to find the scepter and return it to me here in Oppara. If it truly is as powerful as the rumors suggest, then it must be brought to the Grand Lodge for safekeeping. You are among the few to whom we have given this information, and we expect it to remain secret. The last thing I need is a bunch of squabbling lordlings crowding Antios’s Crown with hired tomb raiders!
You will know the tomb by the crest of House Tulwin. Look for a winged boar and the scepter should be nearby. When you are ready, we will transport you to the base of Mount Antios via magical means. Admittedly, it would be more expedient to send you directly to the summit, but sadly, no one here has a great enough familiarity with the area to do so without significant risk. Besides, with all the wards, shields, and other magical protections placed upon, in, and around the tombs of so many self-important, paranoid Taldans, who knows what sort of interference would be wrought!

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Saphera gets a concerned look on her face. "Are you asking us to disregard the dead man's wishes and steal this scepter from his grave? I have some reservations about the legality of this. What does Taldan law say about such actions?"
Knowledge Local: 1d20 + 8 ⇒ (12) + 8 = 20
Knowledge Religion: 1d20 + 7 ⇒ (10) + 7 = 17
Both checks are to determine Taldan's point of view on taking an item from a grave.
"The next question I have is, what's going to happen to the scepter after we retrieve it? Presumably the next of kin has a claim to it if it follows the family line, right? Perhaps the children will be given the item, or compensation for its value, in this process. That might justify taking the item."

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We know that Taldor’s Armies of Exploration retrieved a number of Azlanti artifacts from across Avistan and Garund, and these recent reports indicate that Lord Tulwin got his hands on a mithril scepter from one such expedition. Whether it held magical power, we aren’t sure, but even a mundane relic from ancient Azlant is worth investigation by the Pathfinder Society, so retrieving it is a foregone conclusion.
Lord Tulwin was a minor lord of Taldor’s nobility. He never gained much influence because of his harsh exterior, miserly ways, and obsessive fascination with necromancy. He caught a wasting sickness that he was unable to have treated because he had invested his sizable wealth in a few, portable items of antiquity and power to keep the bulk of his assets from his hated children. Upon his death, his noble line dried up, bereft of the wealth they needed to maintain their influence and power.

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Saphera sighs with a bit of frustration. "That really didn't answer ether of my questions. Your endeavor may be a forgone conclusion and I realize that it will likely playout regardless of my participation. That said, I’m not a grave robber nor a thief. Regardless of this man’s miserly ways, if he obtained that scepter legally with his own coin, it would be wrong to steal it from his grave. Not to mention, likely illegal. Now, if the children have a right to that property and they requested the society to retrieve it in their behalf, then I could see an exception existing to justify the dastardly deed. If it’s simply robbing an old miser’s grave because the society wants the artifact, even if they feel they are the best option to safeguard it, I will be forced to bow out. This mission will then fall into a category of skullduggery that breaches my personal morals and ethical obligation. So, if it wouldn’t be asking to much, could we please have some clarity on the legal aspect of this request. Secondly, I would like to know what the society intends to do with the scepter.”
Sorry for being difficult. I generally don’t read into the content before playing it, so I might have unwittingly taken on a mission that’s arguably uncomeatable with a LG alignment. If this is the case, please let me know and I will simply bow out.

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The Venture captain sighs. I ... appreciate your concern Ms Moonglade. As far as we are aware, there are no heirs around now that would have a legitimate claim to it. As for what we do with it, well it really depends on what properties it has. But, if you feel that this mission goes against your moral code, you are within your rights to bow out. Also, we have no idea if he did obtain that sceptre legally or not, or even if he paid for it. We simply do not know at this stage.

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"Thank you for clearing up the question about the children. From the fist description, it sounded like the children were still around. I was unaware that the lineage was that old. An argument could me made about leaving an object like that laying around where it could easily be accessed by the wrong sort. The potential damage that could be done if the wrong person got their hands on such an object might out way the legal question. The truth is, I'm not actually sure if taking the object from his resting place is illegal or not. The laws regarding such things very from place to place. A good example would be Katapesh's odd legal system. Anyway, I will reserve my commitment until I know a bit more."

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A halfling enters the room, moving quicker than one would expect.
"Hi, apologies for being late. It took a while to wash the stench of death off, after my last mission."
He looks around, wondering if anything would fetch him an extra scrap of coin from his guild.
"I'm Derf. I take advantage of opportunities."

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Yes he does... a tall young man of Taldan stock enters the room shortly after the halfling.
Derf and I just wrapped up a mission this morning...well, last night, actually...but the celebration and cleaning lasted until well past dawn... the priest says with a grin. His smile widens when he sees Dimak.
Good to see you, my friend. Between yourself and the swordmaiden here, I think any foe will think twice...
You can see the edge of a wayang style tattoo peeking out from his shirt, the tell tale scarification ringing the symbol of Sarenrae over his heart.
I am Goran, servant of the Dawnflower...nice to meet you all... he moves to pour himself a cup of strong coffee and snag a few biscuits.
So, we're to climb a mountain? How many leagues high is it?

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I'm not sure exactly but Antios’s Crown stands atop the craggy peak known as Mount Antios, named for Taldor’s tenth emperor. Mount Antios is the third-tallest mountain in Taldor, and overlooks the Tandak Plains in the southern part of the World’s Edge Mountains, just above the break in the range known as the Porthos Gap. Again, it’s at the top of a mountain, a mountain that’s always covered in snow. Plan accordingly.

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"Any idea how long we should plan for? Sounds like winter clothing is going to be a must have."

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I would agree. Our plan is to teleport you to the base, then it's probably three days up, one day exploration, two days down. So, plan for at least a week
Any more questions or shall we get started?

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I'll supply what knowledge rolls I can make just in case there are checks. If not, please ignore them.
Knowledge Arcana: 1d20 + 7 ⇒ (12) + 7 = 19
Knowledge Local: 1d20 + 8 ⇒ (20) + 8 = 28
Knowledge Dungeon: 1d20 + 8 ⇒ (4) + 8 = 12
Knowledge Planes: 1d20 + 8 ⇒ (11) + 8 = 19
Knowledge Religion: 1d20 + 7 ⇒ (14) + 7 = 21
Knowledge Nature: 1d20 + 6 ⇒ (12) + 6 = 18

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No knowledge rolls etc required. Muesello adds the following warning
Legends and past Pathfinder Chronicles tell of an ancient white dragon that makes its home on Mount Kaltafarr, far from where you’ll be heading. Other dangers throughout the range include rocs, ice trolls, a few small clans of frost giants, and the dreaded koscimo—blue-shelled ice scorpions that can grow to be 10 feet long. Long story short: be prepared for anything!
Are there any preparations etc you wish to make before you get teleported?

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Aye...cold weather gear would be a sound investment...and some restorative magics. Goran thinks out loud.
cold weather gear, 2 scrolls lesser restoration, adamantine scimitar and a masterwork heavy crossbow...will total it all up later...

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Saphera begins fishing out a set of cold weather gear from her pack. "I should be ok with the cold weather gear, but I think a second roll of rope, a few more pitons, and a small hammer might be prudent. If needed, I'm able to create water to help lighten the load."
Saphera will buy 1 week of rations, 1x water skin, 1x 50-foot silk rope, 4x pitons, 1x small hammer.

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A young nobleman, bearing a sheathed sword and wearing a suit of armor etched with the religious emblem of the blade of Iomedae enters the room.
"My apologies for the late arrival," says the man. "I am a Pathfinder for certain, but I am moreso a knight of Taldor and a devotee of the Inheritor foremost. As such, my duties to each had to take precedence. However, you have my hand and my blade for this endeavor."
"I have trekked through frigid climes for the Society in days past and am prepared to do so again, as I understand may be required for the task ahead. Shall I plan to bring my mount or do you think the terrain to be unsuitable?"

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Only if your mount is a mountain goat is the reply Claremenguard gets. I mean I suppose you could, but it could be tricky

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"Hmm...A knight of Taldor you say. Respectful and intriguing at the same time." Saphera says as she turns to look at Claremguard. After raising an eyebrow, she continues.
"How do you feel about looting this nobleman's grave to recover an artifact?" She asks in a more reserved manner than her previous rant about the mission's legality.
(This knight might know more about Taldor's laws than anyone. If he's ok with this mission, then I suppose its ok to proceed.)

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"How do you feel about looting this nobleman's grave to recover an artifact?" She asks in a more reserved manner than her previous rant about the mission's legality.
"Based upon my understanding of the history of this artifact, the Army of Exploration recovered the item from among the remains of the long-dead Azlanti. Is our task, the recover of the same item from among the remains of a long-dead nobleman, all that different?" Claremguard postulates. "If Lord Tulwin had been a proper scion of Taldor, particularly one with no heirs of his own, surely he would not object to the recovery of the scepter both for its use both for historical information and potential security?"
"Nor would I consider the task to constitute 'the looting of a nobleman's grave'. We have been asked neither to disturb the man's remains nor to remove from the tomb more than one of its potential items of interest. The memory of the man and what honor was left with his family name shall, too, remain held in esteem and not be disparaged."
"If you ask me, the dead withhold far too many secrets from the living and at the peril of the same. Indeed, the clergy of Pharasma and the Lady of Graves, herself, have held fast to the truth behind the death of the Inheritor's mentor, Aroden, have they not?"
"Further still, the death of one reportedly so embittered is likely to give rise to one of the undead--a manner of foe which I, like the Lady of Valor, have faced and seen fit to bring to final destruction. For that reason alone, I would think, an exploration of the tomb may well be warranted."
Despite his varied words, the paladin cannot hide an unease within his voice as Claremguard considers how the nobles of Taldor may view the proposed mission.
Knowledge (nobility or religion): 1d20 + 10 ⇒ (15) + 10 = 25

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"Thats an interesting point. I know Taldor has had many frequent upsets among its nobility. The stability of the nation is without a doubt on the mend. I recognize that an object such as this might be of extream historical value to the heritage of Taldor. As far as I'm concerned, if you are ok with the prospect, then I suppose I can rest a bit more comfortable with the idea. Just out of curiosity, do you happen to know which Army of Exploration recovered the item?"
(LoL, sorry for the question. I couldn't resist.)

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There is another way to look at it...if this item is indeed of untold power and abilities, it might be best to have it under guard...to prevent those of questionable morals from using it for whatever nefarious purposes...

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"Generally, if faced between doing the right thing and doing the legal thing, I tend to side with the right thing. That said, I would prefer not to be split between that choice. Securing an item of both historical value and powerful magic, is probably the right thing to do." Saphera shrugs. "Legally speaking, Taldor's laws are a bit vague to me due to the constant evolution of their nobility. That left me unsure about looting a grave. The fact we have a knight along with us goes a long way to putting my concerns to rest. That and the fact that there are no heirs alive who are going to get shorted out of their inheritance." Saphera takes a deep breath. "Anyway, with Charemguard along, that's the last you'll hear of it from me."
"Next concern is going to be navigating the Worlds Edge Mountains. That environment is going to be extremely cold. I hate the cold."

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"An ancient white dragon, you say?"
That certainly got Dimak's attention.
"Now that's what I call a nice challange! Everything else - rocs, ice trolls, a few frost giants, and some scorpions - is just peanuts."
Will post my shopping list in discussion.

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Moving on ...
When you have made their necessary arrangements and gathered any information they may wish regarding their mission, Venture-Captain Muesello directs you to the back room of the lodge, where a hooded man sits by a small fireplace. Introduced only as “a man who owes the Society a favor,” the man whispers to you to stand back, then draws a scroll from within his cloak. The man reads the scroll and gestures to the floor in the center of the room, where a crudely drawn chalk circle erupts in bright amber light then fades to a glimmering outline. Step there and find yourselves at the foot of the mountain, the man says, then vanishes in a puff of smoke.
This teleportation circle lasts just under 3 hours, allowing you additional time to prepare if they’ve forgotten anything. A creature standing in the circle while the spell remains active is immediately teleported to the foot of Mount Antios, 150 miles northeast of Oppara.

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After taking a small amount of time to change into her cold weather outfit, Saphera gathers her belongings and then steps into the circle.

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When you arrive at the foot of Mount Antios, you may immediately begin your ascent.
Make survival checks to find the easy way up.

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Saphera begins tracking through the rough terrane, pointing out foot holds and cleared walkways.
Survival (Aid Other): 1d20 + 7 ⇒ (6) + 7 = 13

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Claremguard points out a path he thinks he has seen.
Survival, untrained (Aid Another): 1d20 + 0 ⇒ (4) + 0 = 4

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Fortunately 15+ is enough to find the easy path up. This means it should take you two eight hour days of climbing to reach the top.
For the first day of their climb, the trail is clear of snow or ice, but scree litters the gradual slope, and the temperature is cool but never dangerously cold.
Make a Fortitude save for the thin atmosphere. Failure means you are fatigued for the remainder of the scenario.
Four hours into the climb on the first day, you come to a sharp turn in the trail where a sheer cliff directly abuts the edge of the path as it hugs the twisting mountain face. A recent rockslide here left only a 10-foot-wide gap between the impassable rock fall and the outward-facing precipice.
The sun glares off the speckled stone of the mountain, unobstructed by clouds or plants more dense than low mountain scrub. A rockslide ahead covers much of the natural pathway, narrowing the trail to less than two arm spans wide. Opposite the rockslide, a sheer drop falls away, giving a clear view of the mountainside below and the vast Tandak Plains to the west and south.
Two Perception checks please

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Fort save: 1d20 + 2 ⇒ (11) + 2 = 13
I mistyped my bonus, it should be +9, which means I really got a 20.
Perception: 1d20 + 14 ⇒ (6) + 14 = 20
Perception: 1d20 + 14 ⇒ (17) + 14 = 31

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Save Fort: 1d20 + 5 ⇒ (11) + 5 = 16
Perception 1: 1d20 + 10 ⇒ (15) + 10 = 25
Perception 2: 1d20 + 10 ⇒ (12) + 10 = 22
Saphera carefully inspects the path as the group continues its journey. Once the path narrows, she points out two locations where she believes intentional traps have been placed.

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Now that Saphera has pointed out the traps, Disable Device checks may now be rolled to deactivate them. The Fort save to avoid being fatigued is 15.