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"Let's make her float then!" Vailis casts invisibility on the Spider "We better move fast before the effects expire"
He then follows the party out, leaning over every wall "Do you know any good doctor in this damn city?"

GM Harker |

The unconscious Spider is tied up while Melufiuos uses a scroll to create a Floating Disk. Vailis then uses a spell to turn her invisible and the group has no issues moving her out of the building and back to Torch.
Grandmaster Torch’s elegant suite in the Cypher Lodge appears just as it did earlier today, except that the Sczarni entrepreneur Guaril Karela is absent. Grandmaster Torch lounges in a chair reading, while his four half-orc bodyguards stand casually behind him.
Torch looks up from his reading and smiles, "How did you fare? Did you find anything of interest in her office?"

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Vailis blinks his eyes out of the weird question before proceeding to make his report on how things went. He then notices Torch might have not seen the invisible Spider "Well, we certainly had an issue with some spiders... see my veins are still itching from their poison"
"But perhaps you were more referring to this One spider..." the half-elf moves his hand over the Spider dismissing the invisibility spell with a smile of satisfaction.
I guess the poison is Dex damage and thus it will heal naturally between scenarios without the need of spells, am I correct?

GM Harker |

Yes, the Dex damage will heal naturally between scenarios, but I will point out that it is still in effect in this scenario.
Torch stands, picking up the unresponsive form of Ouidda and placing her in a chair. He then quickly leafs through the papers presented by Halkale until stopping at the the list of Decemvirate names. "A large list of names, very clever."
He then pulls out a wand of Cure Light Wounds and uses it to heal enough of her injuries to awaken her. Afterwards he draws a small dagger and uses to casually scratch an itch on his scarred face as he regards her. Torch then leans down, and the Spider whispers something in his ear.
Everyone may make a Perception and a Sense Motive check here.

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Sense motives: 1d20 - 1 ⇒ (14) - 1 = 13
Perception: 1d20 + 0 ⇒ (3) + 0 = 3
"Mmmm.... is everything ok Torch?" Vailis looks at his companions nervously.

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Halkale Perception, FE: 1d20 + 12 + 4 ⇒ (10) + 12 + 4 = 26
Halkale Sense Motive, FE: 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10

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perception: 1d20 + 10 ⇒ (6) + 10 = 16
senseMotive: 1d20 + 1 ⇒ (16) + 1 = 17
Mel also tries to disbelieve in Torch and his guards.
disbelieve: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

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perception: 1d20 ⇒ 16
sense motive: 1d20 + 2 ⇒ (11) + 2 = 13
oh crap, we forgot to search the office after we beat her, didn't we?
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Valik listens to the scarred man speak. Something nags at him as Torch speak, but he keeps a watchful eye out just in case some of Spider's allies came searching for her.
per: 1d20 + 21 ⇒ (19) + 21 = 40
sense: 1d20 + 14 ⇒ (6) + 14 = 20

GM Harker |

Ophelia Perception: 1d20 + 16 ⇒ (13) + 16 = 29
Ophelia Sense Motive: 1d20 + 10 ⇒ (1) + 10 = 11
No one in the group can quite make out what she whispers to Torch, nor assess anything about the man's motives.
Grandmaster Torch nods agreeably to Ouidda and turns to you all, "My endless thanks to each of you, Pathfinders, for your loyal service. But now I’ve finally got something to hold over the Decemvirate, so I’m striking out on my own." As he says this, Grandmaster Torch drives his dagger into Ouidda’s throat instantly killing her. Without further ado, he looks towards the exit of the room.
Okay, if any of you want to do something aggressive here, please roll your initiative and I'll roll for the other PC's to start combat. I'll also add a map in this case. As a reminder, Torch has four half-orc bodyguards and does not seem likely to attack you unless you attack first. It would make it easier for me if you did not post your combat actions quite yet, just rolling initiative is enough to get started.
If none of you want do something aggressive, then we can remain outside of combat. If you aren't sure if what you want to do is 'aggressive', then just assume that it is. Verbal aggression doesn't count, unless it's a Bard type of verbal aggression.

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Valik's jaw drops as Torch kills Spider. Granted she was an enemy and caused him to fall asleep, but if Torch was going against the Decemvirate?! He was going against him as well.
init: 1d20 + 7 ⇒ (5) + 7 = 12

GM Harker |

Here is a link to the new map.
Halkale, you still have Dex damage which reduces your rolled Init by one.
The Other PC's Initiative
Melufiuos' Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Ophelia's Initiative: 1d20 + 4 - 3 ⇒ (8) + 4 - 3 = 9
Quiella's Initiative: 1d20 + 1 - 1 ⇒ (20) + 1 - 1 = 20
Vailis' Initiative: 1d20 + 3 - 6 ⇒ (17) + 3 - 6 = 14
Torch Init: 1d20 + 3 ⇒ (9) + 3 = 12
BG Init: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative (Round 1)
Melufiuos {Life link with Quiella} <= Up
Quiella [1 Damage, -2 Dex] <= Up
Vailis [2 Damage; -12 Dex] <= Up
Valik {Life link with Quiella} <= Up
Grandmaster Torch
Halkale/Frostfur [H: 3 Damage, -2 Dex; F: -1 Dex {Life link with Quiella}]
Ophelia [1 Damage; -5 Dex]
4 Half-Orc Bodyguards
Mel, Quiella, Vailis, and Valik are up. If you do not want to participate, let me know and I'll keep skipping you to speed up the combat.

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"The blood of an untried captive is on your hands, Torch. You're not walking out of here if I can help it."
smite evil on Torch, then casting challenge evil on him as well
Then she moves closer, drawing her long hammer."Clear out the body guards. I'll take Torch."
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Please move me RT 2, UP 1
Valik moves up to Torch as he can see him start to look towards the exit. He leaves his palm open, but instead kicks at his legs, hoping to knot them up.
nonlethal, scorpion style Fort DC 18 or movement is 5': 1d20 + 10 ⇒ (4) + 10 = 141d8 + 1 ⇒ (6) + 1 = 7

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Vailis casts create pit on three of the bodyguards.
Ref 19 or fall 30'. Note if you end your turn in the border you too have to save but with a +2

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I'm confused. How many exits are there from the room? Just the one to the north, or is that another exit in the SW corner? I assume that is Torch between the fancy orc in blue and the female. Which orcs have the pits beneath them? Also, my rapier is NOT charged, right? Since I didn't say I stuffed another shocking grasp in it?
I'm tossed between grease (which might be pointless, given other people's actions), burning hands, or a scroll of silent image to create a wall of ice across the exit like Vailis did with the spiders. Or just being sneaky and vanishing to look for the 'right' opportunity. Or recalling mirror image and helping tank the guards.

GM Harker |
1 person marked this as a favorite. |

There are exits to the north and southwest. Torch is currently located between the fancy half-orc and the female half-orc. I would assume Mel did not place another Shocking Grasp into his rapier since the mission appeared to be over, but if he would have done so despite that, I'm fine with saying he placed another spell into it. The pit is addressed below.
Quiella prepares herself to battle an evil Torch, but is perhaps surprised when he is unaffected by her abilities.
Valik moves up to Torch and attempts to slow the apparently traitorous Venture-Captain, but his fist is dodged.
Since Create Pit is a 10 by 10 space, I don't see any manner in which Vailis can get three half-orcs into the area, although he could get two bodyguards and Torch. Since it seems his intention was just to remove some bodyguards, I placed the pit on two of them. The pit is a light blue space underneath them.
Vailis casts a spell that creates an extra-dimensional pit under two of Torch's bodyguards. Both half-orcs go spilling down into the pit, hitting the hard ground underneath.
Albino Save: 1d20 + 5 ⇒ (7) + 5 = 12
Red eye Save: 1d20 + 5 ⇒ (9) + 5 = 14
Albino Damage: 3d6 ⇒ (5, 6, 6) = 17
Red Damage: 3d6 ⇒ (3, 2, 1) = 6
Mel is up.

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Mel uses his scroll of grease. SW corner under Torch.
He also uses a swift action to recall mirror image to his mind (2 arcane charges)
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GM Harker |

Mel, please include the DC's of your spells when you use them.
Melufiuos casts a Grease spell under Grandmaster Torch and one of his bodyguards. Torch stays on his feet, but the half-orc falls to the floor.
Smirking at the group's response, Torch twirls his cape around him, says a command word, and disappears in a puff of smoke.
Torch Reflex: 1d20 + 12 ⇒ (9) + 12 = 21
Female BG: 1d20 + 5 ⇒ (7) + 5 = 12
Initiative (Round 1)
Melufiuos {Life link with Quiella}
Quiella [1 Damage, -2 Dex]
Vailis [2 Damage; -12 Dex]
Valik {Life link with Quiella}
Halkale/Frostfur [H: 3 Damage, -2 Dex; F: -1 Dex {Life link with Quiella}] <= Up
Ophelia [1 Damage; -5 Dex] <= Up
4 Half-Orc Bodyguards
Halkale/Frostfur and Ophelia are up.

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It was from a scroll... I assume the DC would be different from something I cast from memory, but I do not know what it is.
also, I moved the yellow box. I meant for the SW corner to be on torch, so I moved the box up a square.

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Mel, when casting a spell from a scroll, the DC is always the minimum, because it assumes the lowest values needed to cast the spell.
As Torch twirls his cape and disappears, Ophelia quickly glances around at her companions. "We can finish this!" she calls, raising her shield. "With Pharasma's glory!"
I'll cast blessing of fervor! I can reach and affect the entire party with it (including Frostfur). Remember to state the bonus you're choosing at the start of your turn!

GM Harker |

Mel, the DC for level 1 scrolls is 12 (10 + spell level 1 + minimum power stat modifier 1). Also, I had missed that Grease was cast from a scroll, and with that lower DC means the half-orc made her save against it.
Ophelia casts Blessing of Fervor on her companions while offering some encouraging words.
Halkale is up.

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Halkale moves back and then directs Frostfur forward.
Frostfur attacks the closest orc.
BOF will take +2 to attack and dodge
Bite: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24 Damage, if hits, plus free trip if hit: 1d8 + 10 ⇒ (1) + 10 = 11 Trip: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36 Compare to Target's CMD
Halkale shoots at the one facing Quiella.
BOF will take +2 Attack and dodge
Attack, PBS, BOF: 1d20 + 14 + 1 - 1 + 2 ⇒ (3) + 14 + 1 - 1 + 2 = 19 Damage, if hits, PBS: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

GM Harker |

Halkale, both of the half-orcs in the blue square are 30 feet down. Since they have total cover, I'll move your target to the same one as Frostfur.
Frostfur advances on the fancy dressed guard, both biting and tripping the half-orc.
Halkale follows up with an arrow which also strikes the same half-orc despite being prone.
From her position by the edge of the pit, Quiella can see both half-orcs stuck at the bottom attempt to climb out with no success.
The fancy dressed orc on the ground stands up and provokes attacks from Quiella, Valik, and Frostfur. If still alive after that onslaught, he appears to be waiting for something. Quiella, Valik, and Frostfur can take an AoO on the half-orc with the blue hat.
The female half-orc attempts to move out of the greased area and ends up falling on her back. She quickly stands up, angry and embarrassed. They have an ability to stand up from prone as a free action.
Albino Climb: 1d20 + 11 ⇒ (12) + 11 = 23
Red Climb: 1d20 + 11 ⇒ (4) + 11 = 15
Female Acrobatics: 1d20 + 6 ⇒ (1) + 6 = 7
Female Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
Initiative (Round 2)
Melufiuos {Life link with Quiella}
Quiella [1 Damage, -2 Dex]
Vailis [2 Damage; -12 Dex]
Valik {Life link with Quiella}
Halkale/Frostfur [H: 3 Damage, -2 Dex; F: -1 Dex {Life link with Quiella}] <= Up
Ophelia [1 Damage; -5 Dex] <= Up
4 Half-Orc Bodyguards
Effects
Blessing of Fervor: See link for bonus choices
Everyone up, plus Quiella, Valik, and Frostfur have AoO's they can take.

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I presume the guard provoking is armed? If so I will attempt to disarm with my AOO, which provokes from the guard
Valik sees the guard try to stand up. He sees the orc's blade flat on the ground as the man stands. He tries to pin the blade under his foot.
disarm, ac 31: 1d20 + 10 + 4 - 1 ⇒ (4) + 10 + 4 - 1 = 17

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Vailis looks around trying to make use of his see invisibility. should last 70 min
The half-elf profits the blessing to cast extended haste for 14 rounds.

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Valik grunts as the man tries to slice him from head to toe. He retaliated by aimed my right at his sternum, trying to stun the man.
unarmed, fort save DC 18 or stunned, AC 33: 1d20 + 13 ⇒ (11) + 13 = 241d8 + 1 ⇒ (2) + 1 = 3
haste: 1d20 + 13 ⇒ (9) + 13 = 221d8 + 1 ⇒ (1) + 1 = 2

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dangit
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When the magus sees the female guard slip in the grease, an idea pops into his head and the elf's eyes glint mischievously. He hastily runs across the room to position himself to cast Hydraulic Push at her. He hopes to send her into the pit.
Attack CMB=Magus level + INT bonus: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
But just as the spell is beginning to form, he catches a glimpse of Ophelia and Quiella out of the corner of his eye and suddenly feels guilty. He has no reason to feel guilty; he just did. Sure, he was hitting a girl who had just slipped on grease with a powerful blast of water in an attempt to take advantage of her precarious situation and drive her into a thirty foot deep pit, but she was an enemy. The guilt only lasted an instant, but it was perhaps enough to throw off his aim.

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Quiella steps away from the pit and swings her hammer at the nearest guard outside the pit.
hammer, attack, power attack: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19 for bludgeoning, silvered: 1d10 + 6 + 6 ⇒ (1) + 6 + 6 = 13
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GM Harker |

Melufiuos casts Hydraulic Push and attempts to force the female half-orc into the pit. The water pressure is not powerful enough to move her, however, and she stays in her spot.
Quiella wallops the fancy dressed half-orc with her hammer, but he remains standing.
Halkale/Frostfur and Quiella are up. Quiella and Frostfur also have AoO's on the fancy dressed half-orc if they want to take them.

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am I still up? Copy paste error?
Quiella punches at the man as he tries to stand up.
armor spikes, aoo: 1d20 + 11 ⇒ (13) + 11 = 24 for piercing: 1d4 + 4 ⇒ (3) + 4 = 7
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Seeing Valik struggling with the blue-clothed half-orc, Ophelia looks beyond him, to the female bodyguard. Squeezing past Frostfur's mass, she fixes her attention on her, her voice taking on a commanding timbre. "Hold!" she commands.
It seems I haven't been keeping very good track of my spells. I think I have a hold person left; if so, I'm casting that (DC 17 Will). My second choice is forbid action, forbidding her from attacking (DC 16 Will), if I don't have the hold person left.

GM Harker |
1 person marked this as a favorite. |

One helpful thing you can do if you aren't sure if you cast a spell is to go to your alias' 'Posts' tab and search for the spell name. If you click on the link above the post with the spell's name, the posts around it will give you some context on when you cast the spell last.
Ophelia casts a spell and the female half-orc immediately freezes in place.
Will Save: 1d20 + 6 ⇒ (7) + 6 = 13
Frostfur continues her attack on the fancy dressed half-orc, both biting and tripping him once again.
Frostfur's bite: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
Trip: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28
Halkale then fires an arrow at the same enemy and the fancy dressed enemy falls to the ground unconscious.
Halkale's Attack + PBS + BOF: 1d20 + 14 + 1 - 1 + 2 ⇒ (1) + 14 + 1 - 1 + 2 = 17 Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Okay, since two enemies are probably stuck in Vailis' pit for some time and the other one is paralyzed, I think I'm okay with calling the combat here. It's only a matter of time before you defeat them, but it might take another week of combat to do so.
The group quickly takes out the remaining half-orc bodyguards, with a coup de grace on the female half-orc and ranged attacks defeating those in the pit.
Combat Over
On the half-orc bodyguards you find 4 potions of Cure Light Wounds, 4 alchemist’s fires, 4 tanglefoot bags, 4 breastplates, 12 javelins, 4 kukri, and 4 masterwork falchions
* * *
After the fight, Guaril Karela rushes into the room and appears surprised at what transpired. He then quickly realizes that these events are likely to attract unwanted attention, so he immediately arranges transportation to the group back to Magnimar.
There you all meet with Sheila Heidmarch along with Drandle Dreng and Ambrus Valsin, who have just arrived from Absalom upon hearing of the gravity of Torch’s betrayal. After you are debrief the Venture-Captains, they all express the Decemvirate’s concern over the information Torch now holds over their heads and that he fooled everyone for so long. Nevertheless, they thank you all for your good work while asking that you keep the details of these events to yourselves.
Shortly therefter, the Decemvirate reaches out to those who were burned by their leader’s betrayal. Instead of abandoning or condemning the members of the Shadow Lodge, the masked leaders console the wronged Pathfinders and expend considerable resources to ensure they receive whatever aid and training they need to recover from the experience.
End of Chapter 19

GM Harker |

Chapter 21: The Green Market
The missive from the Venture-Captain was clear, and comes to mind as the skyline of Korvosa rises into view over the calm waters of Conqueror’s Bay in southern Varisia.
'Recently the Society acquired a new ally in Absalom named Sendeli Foxglove. Now she has made something of a personal request. Sendeli has a sister named Zeeva in Korvosa who owns a successful marketplace. A competing business interest is threatening Lady Foxglove, and her sister requests the Society investigate and intervene.'
'If you consider the matter pedestrian and more suited toward the local constabulary, I wouldn’t blame you. Even so, there are extenuating circumstances. First, the competing business interest is the Aspis Consortium. It makes little sense for them to harass a local greengrocer, so there must be a deeper layer to this. Maintaining close ties to Sendeli Foxglove is an agenda the Society feels is worth pursuing in and of itself, but if we can assist Zeeva while also hampering the Aspis Consortium’s efforts to gain influence in Korvosa, all the better.'
'There is smoke here, now find the fire. Extricate Zeeva Foxglove from this feud with the Consortium. If she’s anything like her sister, she’ll want to be an active part of this team—but you are not to let her put herself in danger. We’ve made that clear to her, and you’re expected to abide by it and ensure she does as well. If this matter is simply crooked business, then just resolve it and continue on to Magnimar where Venture-Captain Heidmarch will surely have more in store for you.'
There's no opportunity for questions here, but feel free to make the following Knowledge (local) checks as we get started. Also, if there's any equipment you wish to buy now that you've been briefed, feel free.
The Green Market, Knowledge (local) or Diplomacy (gather information). Please read all spoilers that apply to your roll.
Zeeva Foxglove is the second owner of the Green Market. Both occasions it has been open, the business was always popular and successful.
The previous owner died, closing the doors roughly ten years ago. His death was unexpected and sudden. Oddly, at no time has any owner of the Green Market failed to show at least a fair profit.
The previous owner’s death was mysterious—a wasting disease struck quickly, without warning or discernable cause, and never spread. Local farmers and craftsmen believe the market is otherwise lucky, but they don’t discuss its history openly.
The Green Market was built on or near a site of importance to the Shoanti. Not as significant as the Grand Mastaba, but nevertheless still considered sacred.
Zeeva Foxglove, Knowledge (local) or Diplomacy (gather information). Please read all spoilers that apply to your roll. This a separate roll from the one for The Green Market.
Her reputation in the local community is solid. Her business dealings have always been fair, despite always being lucrative.
She was brought to Korvosa from Magnimar as a child. She is technically nobility in Magnimar, but she has no connection to it, and she lays no claim to a noble title in Korvosa.
Orphaned after her parents died tragically, Zeeva and her siblings were raised by a distant cousin in Korvosa. Her sister Sendeli now lives in Absalom, and her estranged brother Aldern returned to Magnimar. Zeeva sold her portion of her inheritance to buy the Green Market, and so far it has been a good investment.
Some suspect Zeeva is a witch, but a good one who is willing to use her powers to help her neighbors.
Once everyone checks in, we'll get started with your visit to the Market.

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The elf gets groggily off the ship in Korvosa, looking around for the rest of the team he was assured would be meeting him here.
local#1: 1d20 + 10 ⇒ (1) + 10 = 11
local#2: 1d20 + 10 ⇒ (7) + 10 = 17
Why would a Magnimarian noble want to run a market here? he wonders, looking around in bewilderment.
For all his airs of sophistication, this is an elf that looks like he would much rather be back in the woods.
As he passes a market stall, something stags his attention. An old pair of gloves. The seller, realising the true value of the odd gloves drove a hard bargain. At the end of the day Valandil's purse was might lighter, but his hands wore some very comfortable gloves.
Purcashing gloves of elvenkind to help with concentration and spell craft checks. 7500gp

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A slender man with pale skin and dark hair walks into the harsh light of Korvosa after emerging from the hold. He tries to smile as he squints his eyes against the sun, clearly showing some obvious discomfort.
"By the laws! Is the sun brighter here or is it just me? I must make a note to limit my indulgence to two bottles of red on the way back to Absalom. I blame my hangover on the hold and the waves. Fear not, I shall persevere."
Gather Info#1: 1d20 + 24 ⇒ (17) + 24 = 41
Gather Info#2: 1d20 + 24 ⇒ (18) + 24 = 42
While the party disembarks and gets settled, he begins his usually routine, speaking to local barkeeps, shop keepers and peddlers, using his natural charm to churn rumors.
"Well now, it seems this market has a bit of a dubious history...as may its keeper." Heccan shares the knowledge gleaned with his fellow agents.

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Valik gives a nod to each of the new agents joining them on their new quest.
Welcome, hopefully this goes well
He listens as Heccan relay the information he has gleaned from the market-goers.
Hmm, built on the site important to the Shoanti. I have heard stories of angry spirits wants my revenge for past grievances. Perhaps the Consortium want to use any potential angry spirits for their maleficent plans? I suggest we buy an item I have heard about, called a haunt siphon. I hear they can fight back against them
Will buy a Haunt Siphon for 400gp

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dang, I thought I had Quiella pretty high up there at +18 Diplomacy...
"Nice research, Heccan. I'm glad to have you on the team. Let's go talk to Zeeva!"
foxgloves! This is interesting

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The young magus is not fond of sea travel either; although that is mostly due to a lack of 'local nightlife' than anything else. During the trip, he buddies up to the sorcerer and helps him drink the wine. Mel clearly lacks the refinement Heccan is used to, but hopefully his genuine friendliness makes up for some of it.
He wonders "if Quiella and Heccan were to come up on opposite sides of an opinion, that verbal duel would surely turn my stomach. If the niceties didn't make me gag, I'm sure that much tension without violence would make my head explode."
At one point during the journey, after having had too much to drink, he openly mused, "If that Z gal insists on coming with us, do we get to tie her up in her room so she'll be safe?"