
DM DoctorEvil |

You have been called to the Grand Lodge of Absalom for a briefing.
Seated in a small chamber around a darkwood table, various trophies gathered from across the face of Golarion hang from the walls. A monkey-shaped mask with a serpent’s tongue glares out from the center of one wall, a strange halberd with gold rings piercing its thick blade and dragons carved along its haft hangs opposite the monkey mask.
You are alone save your fellow Pathfinders, who apparently have been called here for the same purpose.
While Jiro, Elael, and Archibald know each other from their previous encounter against Black Echelon, the rest of you are strangers to each other and them. Everyone should take a moment to introduce themselves as they see fit.

DM DoctorEvil |

After the introductions are done, an uncomfortable silence settles on the room. Finally, a huge man wearing creaking leathers marches into the room. He looks at each of you, as if he were appraising a handful of gemstones freshly pulled from the earth, and nods curtly. Some of you know him as Adril Hestram, a longtime Pathfinder and rumored to be the unwitting architect of the famed Katapesh slave riot of 4702. Adril’s physique puts most half-orcs to shame.
"Welcome, friends. We have a serious problem. Skelg the Ripper came to Absalom one month ago. Like many Ulfen warriors he joined the Longaxes, the Taldan Emperor’s personal guard whose duty it is to protect the embassy and Taldan visitors. Skelg also dropped a hefty sum of gold to purchase a manor in the Ivy district, something a Longaxe isn’t paid well enough to do. It is widely assumed that he brought most of his wealth with him from the north — a rumor I know to be true."
"It seems that Skelg also brought a curse with him. In his letter to me, he speaks of lying abed in this miserable summer dying from the cold. Neither physician nor priest has been able to cure his ailment, and there are no signs of disease or poison. Of course, for such a man, there is no greater dishonor than to die in bed instead of in battle."
"Normally, the Pathfinder Society would monitor these events and let the authorities deal with them. However, there are three factors that have drawn our interest. First, Skelg is himself a member of our Society and has asked for our help. Second, he is a personal friend of mine, and finding a sparring partner as worthy as Skelg to replace him would be a trying task. Last, he claims that artifacts of great power are involved,
and that we may be able to recover them for the vaults of the Grand Lodge."
"We view this situation as having enough importance to assign you to investigate it. Go to the home of Skelg the Ripper, learn what you can, and do your best to help him. If you find an item that is somehow connected to the curse, either retrieve it or glean as much information as you can about it."
"I trust there are no questions?" Adril fixes you with his piercing gaze and winning smile which is almost as unnerving as his immense size.

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A small, non-descript gnome, smelling of sulfer and chemicals, does his best to avoid notice as he watches everything around him with wary suspicion. His clothes are cheap, plain, and slightly unkempt, with small holes here and there where it looks like they've been burnt through. His eyes seem to always be narrowed, as if everything around him is too bright.
When finally pressed into making an introduction, he mumbles his name, "Milo" and some words that seem to indicate he is an arcane wizard of some sort. His accent places him as extreme lower class Magnimar, for any knowledgeable about such things.
He offers no immediate questions, seemingly a little intimidated by Adril and not wanting to draw his attention any more then necessary.

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A tall and graceful elf carrying multiple knives and wearing studded leather, the studs gleaming and recently cleaned, strides into the room.
He bows deeply and non-sarcastically to Jiro and Archibald, extending his hands out to the sides as he lowers his head. When he comes up again, he raises his chin and speaks. "It will be nice to work with you two again."
He listens attentively to the Venture-Captain's assessment, arms crossed and piercing eyes fixed. "Of course we will help your friend, Venture-Captain. Point us in the right direction and we will be there posthaste."

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A tall dark skinned girl with raven black hair save a single bone white lock surveys her company. She smiles as she speaks to introduce herself.
"Well, it seems the three of you know each other already." Her accent, though mild, suggests her native tongue is Osirion to anyone with an ear for languages. "My name is Ashia. My ancestor has blessed me with various magical talents, and I hope that we can be of great use to one another."
Noticing the strange mask on the wall, Ashia moves to inspect it. She mutters a few syllables of something strange and makes a small gesture with her hand then peers intently at the artifact.
Ashia casts detect magic and, if the mask is magical, makes Knowledge (arcana) and Spellcraft checks to identify it. I'll leave those to you since I don't know if it's magical or, if it is, how many auras I would need to roll to identify.
Someone enters the room and begins to speak. Ashia turns to regard the massive newcomer. Oh good! We're finally getting started, she thinks giving the speaker more of her attention. A wide grin crosses her face. He just said the magic words... "artifacts of great power"... She listens to the rest of the briefing with rapt attention now genuinely eager to get started. When he finishes she meets his gaze with a confident smile.
"No... no questions."

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The man before you is almost inhumanly tall and impressively muscled, with a shaven and tattooed head in the style of the Shoanti peoples. In fact, reinforcing this impression is the fact that he has a traditional Shoanti weapon - a particularly well-made earthbreaker - strapped to his back. He is also wearing a shiny breastplate that doesn't appear to have seen any combat, and has a Shoanti bola and a dagger strapped to his waist.
While he doesn't look particularly bright, he speaks well enough. "Greetings and well-met. I am Kaddok, Earth Hammer, of the Shundar-Quah. It is an honor to have the opportunity to work with you all."
When Adril finishes his description of the task before him, Kaddok stands immediately and says, "We will do as you ask." He leaves the questions, and the thinking, to the others.

DM DoctorEvil |

"I am glad there are no questions and you can all find your way to Skelg's house in the Ivy District. Unless you and you," he points vociferously at Archibald and Jiro, "have any questions, I can get back to my wrestling match."
The large VC starts stacking up his papers reading to leave.

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Jiro raises his hands, palms facing the big man,"No, no questions here, Adril."
The palms then reach down for the side of the table. He pushes back his chair and gets up, joining Elael outside. Jiro is not as tall as either Elael or Kaddok, but he moves like a snake - with dark intent. The black-and-red oriental robes cannot conceal the bulky armor he wears and the sword to his side confirms that he is an instrument of death. Wary eyes keep track of everything that happens around him .. or perhaps he's simply trying to keep up with what's going on.
int 8 for the win <3

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"Shall we?"
Ashia follows Elael, trusting the confidence of his gait.
I do hope this Skelg can tell us something useful... and this elf had better know where he's going.

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"Let us head to this man's house. It's likely that he's suffering from the curse as we speak, and it's not likely that we have the prowess to cure him. We need more information before we can act."
With that, the elf walks confidently off to the warrior's house.

DM DoctorEvil |

As Elael leads the group off to the Ivy District he finds, disconcertingly, that he doesn't know which house belongs to Skelg the Ulfen. All the houses are quite grand and imposing with large gardens, and outbuildings. There are many servants out on the street and a few ladies with parasols walking for pleasure.

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Jiro asks the friendly people of the Ivy District where one Skelg the Ulfen resides and eventually stumbles upon a helpful guard. With a stiff bow he thanks the man.
Gather Info/Diplomacy: 1d20 + 9 ⇒ (15) + 9 = 24

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chuckle
Milo seems a little antsy, as they enter the upper class neighbourhood of the Ivy District, doing his best
to avoid notice... easier to do amidst his much larger companions.
"I'll be carked if'n I thought I'd be back here again so soon." He mutters.
heh, was in the Ivy district for a fancy dinner last scenario! Was just as out of place then.

DM DoctorEvil |

The man's directions lead you to Parkview Street which, true to its name, runs the entire length of the Ivy District park. Standing like a tomb in a flower garden, Grey Dog Manor is easy to find. Six-foot-high walls surround the massive, stone building an an immense iron gate flanked by granite statues of hunting dogs stands open, offering access to the interior. Looking along the street, it is clear that the locals give the estate a wide berth. The stone walls seems to give a slight chill to the air, which is not entirely unpleasant on such a hot day.
The upper floor windows of the manor house can be seen from the street, but all have curtains drawn. You see a pair of northlander warriors guarding the front gate, wearing chain shirt and armed with battle axe.

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"Refreshing." Elael says with a smile, sweeping his sweaty hair back. "But disconcerting."
Then he strides up to the northlanders with a cheery smile and a wave. "Hello there! I am Elael, of the Pathfinder Society, and these are my compatriots. We are here to investigate and hopefully end your master's plight./ He bows, extending a hand backwards to indicate his companions.

DM DoctorEvil |

The courtyard is cool and shady compared to the street outside. Dead leaves are scattered among the flagstones of the courtyard where the Ulfen warriors now stand. Each man wears a surcoat bearing the Taldan crest over his chain shirt, and as you approach the guardsmen cross their long axes across the gate entrance.
The guards look at you sternly, then one speaks in heavily accented Common:"Skelg is ill. He vants no wistors!"

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Ashia's Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Nakhti's Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Unless there is some reason he cannot be, Nakhti is following close at Ashia's heels. I will do my best to remember (to describe) that he's always there as well.
Ashia approaches the guards—smiling at the one who spoke.
"We do not seek trouble" ...here. "Skelg has petitioned his fellow Pathfinders for aid. Please, at least, let him know it has come before you turn us away."

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Jiro's eyelids tremble for a moment as he registers something strange. These boys are big enough to know how to dress..
The samurai tiptoes forward while his companions speak. He pays great attention to what the men say, hoping to decipher a hidden meaning from their words.
Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Sense Motive: 1d20 + 6 ⇒ (1) + 6 = 7
Nooooo! The only time I can use my super useful class ability and they're not from Cheliax! x'D
~Knowledge History+Nobility are class skills. 1/2 lvl (min +1) to checks involving the nobles and politics of his land (Cheliax).

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Perception: 1d20 ⇒ 15
Kaddok stands by, oblivious, but ready to intervene if the occasion calls for it.
In other news, does anyone else find it odd that we just rolled that many 15's for perception?

DM DoctorEvil |

The Ulfen men shake their head at the words from the Garundian priestess. "Lord Skelg has said he would rather die in peace than receive visitors or any more aid. Please leave."
The men begin crowding you toward the gate, slowly pushing forward with their axes.
Any amazing Bluff roll by me.

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Ashia's Sense Motive: 1d20 - 1 ⇒ (16) - 1 = 15
SURPRISE! Another 15!
"Oh dear..." Ashia says—her brow furrowing. "I do hate being lied to. Are you certain you won't reconsider?" As she attempts to put some of her hardier companions between her and the suspicious Ulfen men, Ashia takes a moment to reassess her surroundings.
Ashia's Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Sensing his master's distress, Nakhti does the same.
Nakhti's Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Concerned about who those darting eyes are watching out for.

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Sense Motive: 1d20 - 1 ⇒ (9) - 1 = 8
Elael straightens his back and doesn't let the soldiers push him back - he trusts Kaddok and Jiro, at least, to do the same. "I'm afraid I have to insist, my friends." Elael says with a smile. "You see, we really do need to get in there."
Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18
Elael puts a hand on his trusty dagger's hilt, loosening the weapon in its sheath.

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Hmm... I can fail that...
Sense Motive vs Bluff: 1d20 ⇒ 16
but I do not!
Milo, having seen many a situation just like this back in the slums of Magnimar, knows how they usually end.
He prepares himself for the worst.
ready an action to use his spell-like flare (DC 14) at one of the guards, should things turn hostile (which he fully expects them too!)

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Sense Motive: 1d20 ⇒ 5
Kaddok begins drawing his earthbreaker. "Yes, I believe we'll have to insist. In fact, whether you resist or not, you will not be standing there shortly. Understand?" He finishes drawing his earthbreaker and stands there, waiting for the guards to move.
Intimidate: 1d20 + 5 ⇒ (15) + 5 = 20

DM DoctorEvil |

As you start to look like you won't take "No" for an answer, and threaten to turn it into a scene, the guards relent. You all relax your threats as they unblock the gate; one leading your party from the gate across the broad courtyard towards the house. The second guard stays behind.
After the guard leads you several yards from the gate, and out of sight of the street, he turns suddenly and swings his axe at front of the procession, while his mate attacks without warning from the rear.
Note, if you make the Perception check above, you can act in the surprise round. If you fail, you are surprised by the sudden ferocity of the attack.
Kaddok: 1d20 + 2 ⇒ (13) + 2 = 15
Jiro: 1d20 + 3 ⇒ (16) + 3 = 19
Milo: 1d20 + 4 ⇒ (2) + 4 = 6
Elael: 1d20 + 4 ⇒ (13) + 4 = 17
Ashia: 1d20 + 6 ⇒ (10) + 6 = 16
Archibald: 1d20 + 2 ⇒ (3) + 2 = 5
Ulfen #1: 1d20 + 2 ⇒ (13) + 2 = 15
Ulfen #2: 1d20 + 2 ⇒ (13) + 2 = 15
See combat map link at top of page. I am unclear on order so determined it randomly, sorry if it put squishy people in harm's way.

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Perception: 1d20 + 0 ⇒ (14) + 0 = 14

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Ashia's Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Nakhti's Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Ashia's eyes widen in alarm. "Look out!" she shouts and, turning back to the guard at the gate, begins casting a spell.
Ashia casts cause fear (DC 16) targeting the guard by the gate.
Nakhti hisses angrily and clicks his pincers threateningly at the guard nearest Ashia.
Assuming it's possible, Nakhti readies an action to attack the near guard if he or Ashia is attacked. If not, he is simply behaving threateningly.

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When stirred, Archibald jumps bolt upright, leaning unsteadily on his staff. "... huh, bwuh... Wh... Ah, yes! The Pathfinding! What are you clod-heads standing around for, hrm? I may be old, but at least I don't need waiting around on like an insufferable ochre jelly. Come come! There are things to be done, confound you, get moving!"

DM DoctorEvil |

Grey Dog Manor - Surprise Round
19 Jiro*
17 Elael*
16 Ashia
15 Kaddok*
15 Ulfen Red
15 Ulfen Yellow
6 Milo*
5 Archibald*
The group of Pathfinders is merrily following the Ulfen men minding their own business when the ambush is sprung. Something in her senses the wrongness, and Ashia turns round to see the rear guard locking the gate, and coming with his axe at the ready. She quickly stops and tosses incantations at the man.
The Yellow Ulfen drops his axe and turns running across the courtyard.
Red Ulfen swings his greataxe at the Shoanti barbarian, who snaps to attention just in time to avoid the flashing axe.
End of Surprise Round
Ulfen Yellow DC 16 Will: 1d20 + 1 ⇒ (9) + 1 = 10
Red Greataxe: 1d20 + 5 ⇒ (2) + 5 = 7

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Elael is moving off of the map for a moment to avoid going into the Ulfen man's space while he moves to flank. If that's not okay, here's an Acrobatics check to avoid an AoO: Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9
Elael's quick reflexes inform him of the sound of bare metal moving through air quicker than his mind can process, and before he even realizes it he's running out of the group and around the big man, trying to get the man between himself and Kaddok.
Dagger, Flank: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Damage: 1d4 + 1 + 1d8 ⇒ (3) + 1 + (5) = 9

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Returning her attention to the other guard, Ashia decides she would be better off a bit farther away. As she maneuvers herself just outside the Ulfen's reach, she produces a small flask of acid from her bag. Using it as a focus for her arcane power, she conjures a small orb of acid which she launches toward her foe.
Ashia takes a 5-foot step and casts acid splash.
Ranged Touch Attack: 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9

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Jiro sweeps empty the table of his mind by reciting a poem his father had once read to him. He was but a young boy witnessing the execution of a soldier who had forsaken his post. Death seemed so final and abrupt. It left the boy shaking inside, but the words of his father made sense of the situation. Like then, betrayal was to be punished.
The Betrayer's Call
Like Whispers In The Wind
Ends In Silence
The hiss of iron heralded death, a sword was drawn.
Iaijutsu Strike: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d10 + 1d6 + 6 ⇒ (7) + (3) + 6 = 16
-4 AC for 1 round > AC13

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Kaddok, surprised by the betrayal, dodges the guard's blow. However, he doesn't have time to properly center himself before swinging his own weapon, and it misses completely.
Attack (Earthbreaker (2H), Flanking): 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Damage (Earthbreaker (2H), Power Attack): 2d6 + 6 + 3 ⇒ (2, 2) + 6 + 3 = 13