4-11 The Disappeared (Spoilers of course)


GM Discussion

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Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Russell Akred wrote:
I am unable to locate the new Chelish ambassador’s name? If it is there can someone point it out to me please. The start of the game a player asked what is the ambassador’s name and I spent several minutes looking without success for it. Seemed like a major screw up when a main character is not even named prominently in the text.

I don't think the ambassador's name is ever given in the scenario. I just adlibbed when asked. =/

Silver Crusade 4/5

Just played this last night at low subtier, with Sammy T as our GM and a party of 6, and we had a blast.

We kept joking about why the Society would send 3 barbarians on a stealth/infiltration mission, but it actually worked out well. We had a rogue, sorcerer, and my new gnome prankster bard to get us through the bluffs and diplomacy in the early part of the adventure. Then, the barbarians made short work of both combats. Ironically, it was the sorcerer who got wounded in both fights, and actually went down to negative HP in the second one. Luckily, my bard had a GM credit on him, so I had a wand of CLW already, despite being my first time playing this PC. So I was able to heal him back up while the barbarians and rogue turned the chair to splinters.

When we got to the records room, the barbarian perception scores were actually better than the skill monkeys (rogue and bard). We had some good logical guesses as to which records to search, so we found what we needed relatively quickly.

In an interesting coincidence, we only had two factions among the six of us - two Silver Crusade and four Shadow Lodge. I read the Silver Crusade faction mission and found it highly amusing. I actually almost played my Qadiran Dawnflower Dervish bard/rogue in this one, who would have been very upset when we found that painting. My Silver Crusade cleric of Sarenrae would have been offended, too. As is, my Silver Crusade prankster bard reacted pretty much the same way I did in RL - he found it hilarious just from reading the faction mission. But he's smart enough to know when a joke's gone too far, so he took care of the faction mission.

All in all, I really enjoyed this scenario, and I hope to have the chance to GM it at some point.

So now I have to ask about the followup. I'm sure there's a rescue mission coming up in a future scenario. I'm kinda curious what's going to happen with Cheliax faction missions in the mean time.

Grand Lodge 4/5

Fromper:
Look up 'Fortress of the Nail' under the unavailable scenarios tab.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

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Walter Sheppard wrote:
Russell Akred wrote:
I am unable to locate the new Chelish ambassador’s name? If it is there can someone point it out to me please. The start of the game a player asked what is the ambassador’s name and I spent several minutes looking without success for it. Seemed like a major screw up when a main character is not even named prominently in the text.
I don't think the ambassador's name is ever given in the scenario. I just adlibbed when asked. =/

I hereby suggest that Wilhelm Armitage become canon!

Edit: Fixed a typo before the mocking became too much.

Russel, if you haven't played, looks like I might be running it saturday.

4/5

Matthew Morris wrote:
Walter Sheppard wrote:
Russell Akred wrote:
I am unable to locate the new Chelish ambassador’s name? If it is there can someone point it out to me please. The start of the game a player asked what is the ambassador’s name and I spent several minutes looking without success for it. Seemed like a major screw up when a main character is not even named prominently in the text.
I don't think the ambassador's name is ever given in the scenario. I just adlibbed when asked. =/
I hereby suggest that Wilhelm Armitage become cannon!

I was simply worried that my insanity was being exposed when I couldn’t find the name when no writer would write a scenario without having the name of a major character mentioned while mentioning several other NPCs’ names.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

1 person marked this as a favorite.

Did anyone else adlib the briefing?

I couldn't resist "Your mission, which you have no choice but to accept..." and "...If discovered, the Decembervate will disavow all knowlege of your mission."

Lantern Lodge 3/5

Russell Akred wrote:
I am unable to locate the new Chelish ambassador’s name? If it is there can someone point it out to me please. The start of the game a player asked what is the ambassador’s name and I spent several minutes looking without success for it. Seemed like a major screw up when a main character is not even named prominently in the text.

None of us have been able to track it down and I don't believe it's covered in the scenario. However, I was asked the same question and I chose to use what has come to be consensus here, "Wilhelm Armitage," an homage to the old Mission: Impossible television serial. Sadly, no one got the reference.

Matthew Morris wrote:

Did anyone else adlib the briefing?

I couldn't resist "Your mission, which you have no choice but to accept..." and "...If discovered, the Decembervate will disavow all knowlege of your mission."

I actually quoted it this way as well.

I'm actually going to run this again in the near future (along with the Blakros Matrimony) for those members of our game day who didn't get a chance to run through them. Season 4 keeps knocking them out of the park when it comes to favorite scenarios.

Grand Lodge 4/5

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Paul Trani wrote:
I played up the in-game time limit, while cautioning the PCs that they did not have to rush in real-time (muchos thankos to TOZ for this GM note ahead of time). I played the Mission: Impossible soundtrack (1996 movie) during the entire scenario, turning the volume up and down as needed to heighten tension.

Glad I could be of help. Still trying to capture the magic of that late night We Be Goblins last year in my own runs of it. ;)

Dark Archive 4/5 *

Matthew Morris wrote:

Did anyone else adlib the briefing?

I couldn't resist "Your mission, which you have no choice but to accept..." and "...If discovered, the Decembervate will disavow all knowlege of your mission."

Oddly enough, I do that for every scenario.

Dark Archive 4/5 *

Russell Akred wrote:
I am unable to locate the new Chelish ambassador’s name? If it is there can someone point it out to me please. The start of the game a player asked what is the ambassador’s name and I spent several minutes looking without success for it. Seemed like a major screw up when a main character is not even named prominently in the text.

I used the name Ambassador [cough]hrumphmumble[/cough].

Grand Lodge 4/5

Matthew Morris wrote:

Did anyone else adlib the briefing?

I couldn't resist "Your mission, which you have no choice but to accept..." and "...If discovered, the Decembervate will disavow all knowlege of your mission."

I would have, but it didn't sound in character.

Lantern Lodge 3/5

I'm in the armed forces, so anytime I do an Ambrus Valsin impersonation, I portray him as one of my supervisory sergeants. Rough and ready, but at the same time, not afraid to throw a joke or two in there. Hence I couldn't avoid the IMF briefing.

Silver Crusade 4/5

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"This Venture Captain will self destruct in 20 seconds."

Liberty's Edge 5/5

How much of the documents do you think is required to be translated. My players were able to confirm it was a cipher, got to work on it and decided after they were confident this was the evidence to stop completing the translation with the clock running and just get out with the evidence and translate it later. I let them. Did I make a mistake on this?

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

J-Bone wrote:

How much of the documents do you think is required to be translated. My players were able to confirm it was a cipher, got to work on it and decided after they were confident this was the evidence to stop completing the translation with the clock running and just get out with the evidence and translate it later. I let them. Did I make a mistake on this?

My two C-bills... Let them hang themselves.

By that, I mean let them assume that it is the information, and deal with their consequences. If the party partially translates the cypher, then get to the records room and realize they need to translate the rest, then let them. (If they burn or otherwise destroy the note, even better) If they half translate the cypher, and get caught, they will lose the cypher and can't rely on memory to get the information to the society. "Um, I think the first name was Tancard?"

Heck, my group at first thought the list of seal holders was the evidence and was about to scramble without getting into the records room at all until someone (I think the 10 year old) thought of the vent. Also it was the above mentioned 10 year old who made the connection between the numbered seal and the first cypher. If you just have Lantern Lodge and GRand Lodge members at the table, this is quite possible, as their faction missions don't require getting into the vault.

Sovereign Court 4/5

My first group left without the evidence. They thought the papers were enough and didn't waste time on getting the cypher (although only one player was actually holding on to the paper, dull, I know). Mission failed.

To be honest I was rather disappointed that they failed. This scenario requires a lot of teamwork.

5/5

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looking forward to running this scenario this weekend. while prepping, I may have discovered a secret that the Decemvirate does not want us to know...

Spoiler:

I believe Zarta Dralneen is a code name. If you run it through the Chelish Cypher, you get her true name...

Pikzi Skixboob

Sovereign Court 4/5

Matthew Starch wrote:

looking forward to running this scenario this weekend. while prepping, I may have discovered a secret that the Decemvirate does not want us to know...

** spoiler omitted **

Spoiler:
Pixie Sixboob? My god, we've never actually seen a picture of Zarta neck down...
The Exchange 2/5 RPG Superstar 2010 Top 16, Contributor

Ductwork... seemed so out of place to me. "There's a vent?".. do they have air elementals pumping through them or do they just sit idle?

4/5

Just ran this for a party of four 1st level characters (1 pregen - Wizard) and three each with a couple of chronicles. They succeeded, just, with three minutes to spare.

some observations:
This was a great low tier scenario - lots of roleplay and skill opportunities, creative options and a few tough but manageable battles.

The party actually nearly had two major issues in the combats - one, the party wizard let off a sleep spell trying to get the imp but also risking party members (party members saved, imp didn't resulting in a breather for the party. The celestial eagle the party summoner summoned took care of the imp thanks to smite good breaking dr... And two the animated chair knocked two party members unconscious when the party split as two members explored the vents while the wizard (and wizard player) solved the cipher. He then got lost in the tunnels heading to the records room so they arrived to find two unconscious party members and a beat up chair. The summoner approached and got slammed and grappled. The wizard stayed in the vent and took out the beat down chair with a max damage magic missile. I may have missed some damage reduction on force to the construct (not sure) but as it turns out the barbarian had miscalculated his damage so it actually all works out correctly.

Overall I think a really fun scenario. Combat light (unless they fail a lot and trigger mass guard combat) but a nice change of pace. I printed out the maps which really helped speed the adventure along.

Dark Archive 4/5

Dennis Baker wrote:
Ductwork... seemed so out of place to me. "There's a vent?".. do they have air elementals pumping through them or do they just sit idle?

They should pull air through if there is a chimney or two attached to them. It is a very tall building.

I believe it is the green building in this picture of the Starstone Cathedral. Hmm, you have to wonder what the nearby bottomles pit does to local wind patterns too.

5/5

Let's see, Ihave ran this 3 times now.

First group played up 5 players. 58 minutes. 4 1/2 hours
Second group played low 5 players 59 minutes 3 hours
Third group played low 4 players 49 minutes 3 1/2 hours

First group loved it.

Second group disliked it.

Third group liked it because they did well on time.

GM Mechanics, so trying something differenent I drew each room without scale on a small index card. Colored different doors so they matched to each card.

I also use index cards and GM roll around 70% of the players Disguise Sense Motive. Perception for the library room. This can save time.

I think the player handouts 1-2 are terrible. As my second group fell for it as a time trap 10+ minutes., where my third group looked at it for 2 minutes.

I like the scenario, think a little more could of been utilized in it.

Sovereign Court 2/5

Matthew Starch wrote:

looking forward to running this scenario this weekend. while prepping, I may have discovered a secret that the Decemvirate does not want us to know...

** spoiler omitted **

LOL

Seriously though, I'm hitting a snag in the scenario at the moment. The players I'm running it through in a PbP are talking to the receptionist Ailena when one of them decides to forgo courtesy and cast a sleep spell on her and a page standing nearby. Ailena has no stats, so I'm going to guess at her saves, but there is a chance this could turn bad right off the bat.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

Kobash wrote:
Matthew Starch wrote:

looking forward to running this scenario this weekend. while prepping, I may have discovered a secret that the Decemvirate does not want us to know...

** spoiler omitted **

LOL

Seriously though, I'm hitting a snag in the scenario at the moment. The players I'm running it through in a PbP are talking to the receptionist Ailena when one of them decides to forgo courtesy and cast a sleep spell on her and a page standing nearby. Ailena has no stats, so I'm going to guess at her saves, but there is a chance this could turn bad right off the bat.

Then let it. *shrug* It will make for a brief game, but consequences and all that.

4/5

I've run this twice now and each time the groups managed to make it back with just minutes to spare - the second group even spending nearly 10 minutes real time attempting to decipher the code.

But they did do a bunch of nifty fun things - split up so at one point had three separate groups moving through the embassy - one ninja being appropriately stealthy (rolling well over 30's thanks to high stealth + elixer of hiding - he snuck around and into the servants quarters. The paladin of the group had taken off his armor before entering and put on nobles outfits so was bluffing his way around as a lost guest and the bard and wizard were using disguises to be servants. It meant that at any given time the players were a few minutes behind/ahead of each other but we made good progress.

I think the key for success in running The Disappeared is to emphasize the "mission impossible" style theme from the beginning - and to definitely make sure they are paying attention during the "mission briefing" - if they do however do things like cast sleep and attack clerks I'd say trigger the "bad stuff" due to many strikes.. and don't forget that there are guards everywhere and the guard offices just inside the clerk's station - I'd start with two guards, then add the captain and at least two more guards then go to the ever increasing numbers of guards - and chalk if up as a likely total fail. If they somehow escaped quickly and came back with disguises I'd probably say they have some circumstance penalties due to heightened wariness - but overall I think it would be a learning experience.

What I like about The Disappeared is that it is a scenario that emphasizes that you can't just battle everything and everyone. It still has some tough combats - but most of the time is focused on non-combat.

I do wish they had even more routes players could take - more options for them to explore and potentially use to get through to where they need to be - the current paths are a bit straightforward and there aren't a lot of options. Parties without a social "face" (or high stealth characters) will have trouble - and even the really stealthy types will face issues in the face of lots of people.

Silver Crusade 5/5

Rycaut wrote:

I've run this twice now and each time the groups managed to make it back with just minutes to spare

... snipping good stuff.....
The paladin of the group had taken off his armor before entering and put on nobles outfits so was bluffing his way around as a lost guest and the bard and wizard were using disguises to be servants.
....snipping more good stuff to save space on this post....

bolding mine

Good for you Rycaut! I'd like to play for you sometime!
I have a halfling PC that I was going to make a Paladin - I took a level of fighter to start with, and gave him a detailed background... but I had given him a good bluff. Cheliaxian family retainer/servant background, etc. It just seemed to fit.
So, when he was ready to level to 2nd, I posted several questions to the board, one about using the skill bluff as a paladin, and quite a few judges (lots of stars) replied that paladins can't use the skill bluff. And stated that if I tried it at thier table they would require an atonement - revoke paladin abilities and all that. Needless to say, my little guy didn't take the paladin levels...
Anyway, nice to see someone letting a paladin play something other than the standard sword with feet.

(edited: on a side note - he's the PC I played this scenario with, and with a high UMD and disguise self wands/scrolls he was great! Did the "halfling servant" thing and bluffed all thru the game! Lots of fun!)

Shadow Lodge 4/5

Matthew Morris wrote:
Kobash wrote:
Matthew Starch wrote:

looking forward to running this scenario this weekend. while prepping, I may have discovered a secret that the Decemvirate does not want us to know...

** spoiler omitted **

LOL

Seriously though, I'm hitting a snag in the scenario at the moment. The players I'm running it through in a PbP are talking to the receptionist Ailena when one of them decides to forgo courtesy and cast a sleep spell on her and a page standing nearby. Ailena has no stats, so I'm going to guess at her saves, but there is a chance this could turn bad right off the bat.

Then let it. *shrug* It will make for a brief game, but consequences and all that.

I'm one of the players in this (replaying it again to help out with numbers. The Wozard isn't trying to attack as much as get past that point, and my understanding was that she was more trying to do it in secret. I agree, just let it go and if it ruins the scenario, well it does. So far our party looks like 2 arcanists, two archtype Rogues, and me as an "npc" Paladin just for combat. I'm not going to lie, I might have unintentionally screwed this one up by trying to RP being an actual noble through it sort of making diplomacy less likely.

4/5

Thanks. I run most Wednesdays here in SF and at many local Bay Area conventions (Dundracon is my next one).

My view is that Paladin's bluffing - especially on a mission ordered by their Venture Captain, against servants etc in the course of trying to save an ally and doing so in ways that certainly don't hurt anyone is fine.

But then I have never been one to think that "Paladin (or other LG) = stuck in the mud sword" or "lawful stupid" school of thought makes for much of a fun game. I think Paladin's should be honerable, should stick to their word, should avoid things like killing helpless foes and should avoid things like torture. But bluffing - that seems odd to me to rule that Paladin's can't do. (I'd even say a Paladin that wanted to take the feats and feint in combat should - though it would likely be suboptimal).

The Paladin in question was a Paladin/Oracle actually - pretty nifty build.

Shadow Lodge 4/5

I'm not saying I agree or disagree, but Bluffing is (or at least very close to) dishonorable, unknightly/chivalrous behavior, which is something that the Paladin class does specify a Paladin can not do and remain a Paladin, regardless if it is Pathfinder Socity or not.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

"Devil's Advocate" wrote:
I'm not saying I agree or disagree, but Bluffing is (or at least very close to) dishonorable, unknightly/chivalrous behavior, which is something that the Paladin class does specify a Paladin can not do and remain a Paladin, regardless if it is Pathfinder Socity or not.

Bluffing should be fine, if it is lies of omission. IIRC Benton Frazier did that on occasion. Also bluffing might include changing the subject.

Ray Vecchio: Does the word "incarcerate" mean anything to you?
Fraser: Well it's from the Medieval Latin, "incarcerata..."
Ray Vecchio: Medieval Latin? You let a perp go and you're giving me Medieval Latin?
Fraser: Actually, "perpetrator" is also Latin, from "perpetrare..."
Ray Vecchio: Shut up, ok? Just shut up.

Better still, a reverse bluff:
Vecchio: You know what your problem is, Fraser? You can't do around compulsively telling people the truth. They just don't want to hear it.

Liberty's Edge 5/5

Ive run it twice now, once with a regular group of players who have a long history of high RP gaming and at a Con.

In both instances we finished really fast. The Con group finished within 3 hours. Another table at the same con also finished around that time so prep accordingly.

Sovereign Court 4/5

Ran it again today. Went a lot better than before. They succeeded in their mission and were right on the 60 minute mark when they got back to the room. Also playing the Mission Impossible theme got some laughs and all was swell.

Liberty's Edge 5/5

I had a little fun at my con game. I photo shopped the face of Zarta on the Botichelli Venus painting. So when they found that provocative painting of her rolled up in the office I handed that out. Got a few chuckles.

Sovereign Court 4/5

Ooh, gotta say this one too. Before the game I googled for "flashback harp sound effect" and played the first one I found during the initial boxed text. :) I intend to make this a habit, as these flashbacks are notoriously common in PFS scenarios.


I played it last night way up here in Toronto. Loved it. Me and my group were laughing the whole time. A level 2 group: Sylvan sorcerer(me), rogue/bard, Paladin, inquisitor, a pregen cleric, and a barbarian. I, of course, got us in with hilarity. the barbarin and the cleric went to the kitchen and offered to help (picture an orc chopping potatoes with a greataxe) and the paladin clanked her way through the ball room( nonchalant, but bloody obvious), while me and the inquisitor disguised ourselves. the rogue snuck in no problem. My wolf had to stay in the waiting room :(

We ran into a few snags, however. There was a room that didn't exist, a ridiculous DC for the cipher hints. Not a well thought out quest. It's such a great concept, but its just too restrictive in what the players can do.

So the rogue burned down the embassy and our venture captain was mighty angry. but we passed and had a great time. granted, we didn't get our boon, but our chronicle sheets say "burned down the Chelish embassy". Awesome.

PAIZO!!!! Please remake this mission! It has the potential to be so much more awesome!!!

4/5

Indeed - I love running this scenario but I think it is a case of missed opportunities and missed potential. If I were running this in a home game I would expand upon the routes available to make it far less limited in routes the characters could take to get where they need to go - and I would likely expand the time a bit to allow for more exploration and running around being sneaky/spies. So much opportunities here. Ideally I would also figure out a nice means of representing the flow of party goers and servants and guards to really fill up the spaces and make crowded areas feel crowded.

Grand Lodge

I just went through this. The fight with 2 devils was hard as our party stuck weapons / armor in haversacks. The cypher went slow....I was vastly over thinking it. Time was down to the wire.

We had a pair of youngsters in the group so I kept biting my tongue. there was so much innuendo in that module. When I run this for the local group, I'll have a ball. Wish my lawyer could have gone.

1/5

running this very shortly and it looks like one of my players is bringing a summoner with a rather unusual looking eidolon. It's a eite-furred quadruped catlike creature with large blue ears and a bite attack, with reach. Would I be out of place to stay that it would be not allowed in the embassy during a gala?

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

GM Hands of Fate wrote:
running this very shortly and it looks like one of my players is bringing a summoner with a rather unusual looking eidolon. It's a eite-furred quadruped catlike creature with large blue ears and a bite attack, with reach. Would I be out of place to stay that it would be not allowed in the embassy during a gala?

My two C-bills:

Spoiler:
It might be a bit of overkill. Emphasize the "don't let on you're part of the Pathfinder Society" part of the mission. Point out that such a unique eidolon might draw too much attention. Besides, once they're backstairs, he can summon it. (Yes I know it takes time...) IT works best if you don't tell him "No" let him make the conclusions. This being said remember it's a Chelaxian Embassy. They're not going to be too surprised at seeing exotic things. Heck among nobles it might *help* "Oh, this stole? It's from a winter wolf my husband bagged in Irrisen." "Really? These boots are made from *real* Purple Worm hide." OR the ill fated "wearing birds in their hair" from Dragon Age.

Scarab Sages 5/5

I don't see how any animal companions would be acceptable to bring to this scenario. That's sort of unfortunate, if you're a one-trick-wonder, but that's going to be an autofail on your disguise check if you're riding a horse or some weird eidolon. On the other hand, once they get to the Paracountess' room I don't see any reason they couldn't pull out their animal companions.

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Matthew Morris wrote:
GM Hands of Fate wrote:
running this very shortly and it looks like one of my players is bringing a summoner with a rather unusual looking eidolon. It's a eite-furred quadruped catlike creature with large blue ears and a bite attack, with reach. Would I be out of place to stay that it would be not allowed in the embassy during a gala?

My two C-bills:

Emphasize the "don't let on you're part of the Pathfinder Society" part of the mission.

What part is that? The group is *supposed* to go in as Pathfinders; the Society has information for the Ambassador. By not saying they're Pathfinders, and that they have that information, they'll have a hard time getting in the door.

Now, *after* they get through the door, sure, they have to be inconspicuous. I don't think an eidolon is going to have any more hard a time than the PCs. But if the PC is trying to play the part of waiter-with-a-giant-furry-monster, that'll be pretty hard to pull off. Adjust bluff and diplomacy checks accordingly.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

Thank you Drogon.

Severing Ties summary wrote:
Since his direct overtures to the embassy have been rebuffed, he has sent the PCs in the guise of Pathfinders with important information for the Chelaxians regarding Garundi discoveries that might help Cheliax regain the colony of Sargava.

I got that confused with the blocktext:

Ambrus Valsin wrote:
We can’t afford to offend Cheliax, so you’ll have to infiltrate their embassy quietly. I’ve devised a cover story that should get you in the side door with orders to see the new Chelish ambassador."

Emphasis mine.

Curse my Swiss cheese memory.

Edited to fix formatting.

Silver Crusade 4/5

Drogon wrote:
Matthew Morris wrote:
GM Hands of Fate wrote:
running this very shortly and it looks like one of my players is bringing a summoner with a rather unusual looking eidolon. It's a eite-furred quadruped catlike creature with large blue ears and a bite attack, with reach. Would I be out of place to stay that it would be not allowed in the embassy during a gala?

My two C-bills:

Emphasize the "don't let on you're part of the Pathfinder Society" part of the mission.

What part is that? The group is *supposed* to go in as Pathfinders; the Society has information for the Ambassador. By not saying they're Pathfinders, and that they have that information, they'll have a hard time getting in the door.

Now, *after* they get through the door, sure, they have to be inconspicuous. I don't think an eidolon is going to have any more hard a time than the PCs. But if the PC is trying to play the part of waiter-with-a-giant-furry-monster, that'll be pretty hard to pull off. Adjust bluff and diplomacy checks accordingly.

I only played this, and haven't read or GMed it yet, but that's not how I remember it. We were supposed to do the whole thing undercover. Nobody is ever supposed to know we're Pathfinders.

1/5

Matthew Morris wrote:
I hereby suggest that Wilhelm Armitage become canon!

I have it written in my copy, in pen!

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

Fromper wrote:
Drogon wrote:
Matthew Morris wrote:
GM Hands of Fate wrote:
running this very shortly and it looks like one of my players is bringing a summoner with a rather unusual looking eidolon. It's a eite-furred quadruped catlike creature with large blue ears and a bite attack, with reach. Would I be out of place to stay that it would be not allowed in the embassy during a gala?

My two C-bills:

Emphasize the "don't let on you're part of the Pathfinder Society" part of the mission.

What part is that? The group is *supposed* to go in as Pathfinders; the Society has information for the Ambassador. By not saying they're Pathfinders, and that they have that information, they'll have a hard time getting in the door.

Now, *after* they get through the door, sure, they have to be inconspicuous. I don't think an eidolon is going to have any more hard a time than the PCs. But if the PC is trying to play the part of waiter-with-a-giant-furry-monster, that'll be pretty hard to pull off. Adjust bluff and diplomacy checks accordingly.

I only played this, and haven't read or GMed it yet, but that's not how I remember it. We were supposed to do the whole thing undercover. Nobody is ever supposed to know we're Pathfinders.

Yep, that's tripped up a couple groups that I know of.

"Hi. We're Pathfinders. We have important information regarding Sargava to give to your ambassador."

That's how you get in the door.

After you're in, you have to sneak out, snoop around, and keep from being noticed. I.E., this result is bad:

"Hey. Isn't that guy hiding behind the statue one of the Pathfinders we left in the waiting room?"

The Society wants you to get in and let everyone think that the Pathfinders are being good guys by staying in the waiting room that they were assigned. Then they have plausible deniability when the embassy begins asking around about who might have busted into the records room: "Nope. Not us. We were in the waiting room the whole time, and we have witnesses to that effect."

Shadow Lodge 4/5

I GMd Fromper and I made the same misinterpretation as Mr. Moris. It actually makes sense in that:

A) Zarta is associated with the PFS.
B) The embassy is willfully covering up her disappearance.
C) To that end, the embassy is rebuffing Valsin's repeated direct and indirect inquiries.

It stands to follow the embassy would actually be MORE suspicious of Pathfinders who come knocking at the door bearing gifts.

Regardless, the skill checks/challenges were met under the alternate cover story and life goes on ;)

Silver Crusade 4/5

Sammy T wrote:

I GMd Fromper and I made the same misinterpretation as Mr. Moris. It actually makes sense in that:

A) Zarta is associated with the PFS.
B) The embassy is willfully covering up her disappearance.
C) To that end, the embassy is rebuffing Valsin's repeated direct and indirect inquiries.

It stands to follow the embassy would actually be MORE suspicious of Pathfinders who come knocking at the door bearing gifts.

Regardless, the skill checks/challenges were met under the alternate cover story and life goes on ;)

Bardic knowledge and bluff FTW! I'm so glad I played that PC in that one.

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

My group was confused, too, until I made them think it through: You have a package. The package is information that needs to be delivered. You are going to talk to a high level diplomat. That diplomat is at an important function with a lot of important people in attendance. They're not going to let you see him unless they know who you are and that what you're delivering is important.

It's not the best-worded opening briefing. But if it's presented that they go in under any other guise, I think groups will waste a lot of time trying to come up with a plausible way of getting in. "Hi. We're Pathfinders and we have some important information for Ambassador Armitage," is nice and quick and lets you get to the meat of the adventure.

And then there's the end scene where the ambassador opens the package. "Well that's weird. This is from the Pathfinder Society. Didn't you say you were trying to deliver flowers to the party? Why would you lie like that?"

4/5

The other thing to keep in mind is that when the Pathfinders arrive they don't know WHO the ambassador is - they only learn this upon meeting him.

The way I have run this (and played it as a player) is that the Pathfinders go in as Pathfinders, showing up at the "spy's door" with information, but not a scheduled appointment. They initially ask for Zarta, which is met with denials, then are to ask to give the information to the new ambassador (whom they don't yet know). They have to bluff/be diplomatic to convince the guards that they really do need to give it to the ambassador personally - and it is at that point that they are shown to the waiting room

The rest of the time while they are infiltrating they have to disguise themselves and/or sneak about avoiding detection and avoiding being seen by too many people who might later see them as pathfinders (i.e. guards or the ambassador if they enter into the party proper)

Silver Crusade 3/5

In the scenario chronicle, it says that Cloak of the Elvenkind costs 1,500gp. Usually it's 2,500. Is this a typo or is it actually cheaper here?

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