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Slap her. If that doesn't work, cop a feel :)
Does Mel notice anything that might be contributing to a magically induced trance? jewelery, glowing runes, etc? perception: 1d20 + 3 ⇒ (9) + 3 = 12
I cannot do detect magic because that takes a full round, right?
When it gets back to his turn, is it possible to drag her away southward without giving Mr. Nasty a free chance to strike her?

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5-foot step to get into flanking and full attack!
Claw: 1d20 + 4 + 1 + 2 ⇒ (18) + 4 + 1 + 2 = 25 Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Claw: 1d20 + 4 + 1 + 2 ⇒ (11) + 4 + 1 + 2 = 18 Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Bite: 1d20 + 4 + 1 + 2 ⇒ (8) + 4 + 1 + 2 = 15 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
While the fetchling is reeling from Ophelia's morningstar, Malgorrak uses the opportunity to rake his talons down the man's back with impunity and a chortling laugh alongside it. Whatever pain he may be feeling is completely unseen...

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Having given up on landing any spells at this point, and trusting in her bloodthirsty devilish servant's abilities, Aurelia decides to move up and see if she can help Mel with the girls. (She'll also whack him if he decides to try and cop a feel!)
Not much I can do, so Aurelia more or less on delay.

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he is attempting to elicit a slap from the unconscious girl, not every other female in the room ;). At least that is what the young elf would claim.-Posted with Wayfinder

GM Harker |

Malgorrak's claw tears through the fetchling's back and finishes the battle.
Combat Over
The following is found Uthil's body:
• A prominent onyx ring on his left hand, which sports the same rune as appears on the branded slaves’ head.
• A copy of the Penumbral Accords detailing the original agreement forged between the Blakros family and the agents of the Onyx Alliance.
• A key that appears to go to manacles.
• A long and dark ceremonial dagger, with a sinister curved blade. Runes are written along the length of the blade in Infernal that speak of the Midnight Lord, and a sacrifice that will bring shadow to the multiverse.
You recognize these as references to Zon- Kuthon, god of darkness, pain, and loss.
***
Potion of Cure Moderate Wounds
Potion of Shield of Faith
Bracers of Armor +1
Cloak of Resistance +1

GM Harker |

I think it's best we avoid any inappropriate touching all together no matter the circumstances.
The young women remain in a trance no matter what tactic is tried on them, unfortunately.
* * *
Now that the fight is over, the group is able to examine the floating pyramid in more detail.
The 10-foot tall black stone pyramid exudes an eerie black essence from its apex, which seeps into the air and slowly dims the illumination of the room. Surrounding the relic’s apex are a dozen bloodstones set into the rock face, from which a strong aura of conjuration and illusion emanates when one of the caster's examine it with Detect Magic
Removing or destroying the bloodstones should end the planar overlay effect and sufficiently sabotage the device to prevent future use.
Disable Device DC 15 required to remove the stones. Alternatively, you can try breaking the stones.

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With the threat neutralised, Aurelia moves over to her 'pet' devil, drawing a slender black wand covered in strange Infernal writings from her pack. Malgorrak's shoulders heave, and he seems to be almost hungrily leering over at the party... she lightly raps him over the snout with her wand before he gets any ideas. "Sit still while I fix you up," she mutters to the devil, collecting a droplet of blood from his injury on the tip of the wand and forcing a shot of the magic into him through it. Mal's hide begins to knit itself together, bruises and cuts healing in a manner quite unlike that which would normally be seen from Ophelia's magic. It's almost as if you are seeing the process of natural healing sped up about a thousand times as fast...
Casting infernal healing on Mal from my wand.
While the devil is healing, Aurelia has a rifle through the fetchling's belongings. She takes a quick look at the onyx ring and then immediately pockets it with a nod to herself. Most of the rest of the equipment she stares blankly at before passing it over to someone else to deal with.
Spellcraft - Potion 1: 1d20 + 6 ⇒ (8) + 6 = 14
Spellcraft - Potion 2: 1d20 + 6 ⇒ (10) + 6 = 16
Spellcraft - Bracers: 1d20 + 6 ⇒ (12) + 6 = 18
Spellcraft - Cloak: 1d20 + 6 ⇒ (1) + 6 = 7
Kn. Arcana: 1d20 + 6 ⇒ (1) + 6 = 7
"It might be worth a shot," Aurelia says to Moadis with a sagely nod, trying to hide the fact she literally has no idea what she's looking at.

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Halkale takes the key as Aurelia holds it out. He stations himself to protect the rest of the group while they determine the magical stuff.
Halkale wouldn't just grab the key away. And he's not much help with the magical stuff

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Moadis strikes one of the stones.
Sunder: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Dmg: 1d12 + 4 ⇒ (12) + 4 = 16
Sunder: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Dmg: 1d12 + 4 ⇒ (2) + 4 = 6
Sunder: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Dmg: 1d12 + 4 ⇒ (1) + 4 = 5
Sunder: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Dmg: 1d12 + 4 ⇒ (3) + 4 = 7
Sunder: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Dmg: 1d12 + 4 ⇒ (3) + 4 = 7
Man, this dice roller is a joke.

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K religion: 1d20 + 5 ⇒ (14) + 5 = 19
Valik, looks down at the fallen monk, and just shakes his head. Anyone can be persuaded to take the wrong path. I must always meditate and stay vigilant to the correct path and righteous cause. Else I want to become like him, hollow and dead.
He takes a look at the dagger, examining the runes. These appear to make reference to Zon-Kuthon, and is used in the ritual sacrifice. Looks like we made it just in time, I would hate to think what would have happened otherwise. He looks over at the strange pyramid, but cant's understand what the stones are for or the purpose they serve. He watches on as Moadis tries to break the stones.

GM Harker |

Valik, you may be confusing characters because it does not look like you have Knowledge (Religion) as a trained skill. The DC is higher than 10, so the roll cannot be made untrained.
Moadis' first 5 strikes only cracks one of the bloodstones. Quite a few hits later, the stone finally shatters. The darkness coming from the top of the pyramid appears to lessen in a small degree.
We can assume you break the all the stones given enough time. If that's what you wish to do, let me know. Before we go forward with that, I want to give Mel and Ophelia time to weigh in if they choose.

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Hmphf. Looks like this will take a while. Why dont one of you take the manacles's key and releases the slaves while I am at it?
If no one objects or provides another suggestions Moadis takes his time to break all the stones.

GM Harker |

Halkale tries to burst the door open, but it holds solid.
Since making the strength check is possible with your modifier, we can assume Halkale can break the door open eventually, most likely before Moadis shatters all the bloodstones on the pyramid. It that's what you want to do, let me know.

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Halkale yells, "The front door is locked, trying to break it down!
Strength: 1d20 + 2 ⇒ (3) + 2 = 5
Why do I envision the scene from the Princess Bride where Inigo is trying to bust down the door and screams for Fessak? You enslaved these people, prepare to die!

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Sorry for any delay. OK, he'll keep his hands to himself.
Mel takes a look at the items and shares what he learns.
Spellcraft - Potion 1: 1d20 + 9 ⇒ (14) + 9 = 23 (Potion of Cure Moderate Wounds)
Spellcraft - Potion 2: 1d20 + 9 ⇒ (16) + 9 = 25 (Potion of Shield of Faith)
Spellcraft - Bracers: 1d20 + 9 ⇒ (5) + 9 = 14
Spellcraft - Cloak: 1d20 + 9 ⇒ (4) + 9 = 13
Kn. Arcana: 1d20 + 7 ⇒ (16) + 7 = 23 (Removing or destroying the bloodstones should end the planar overlay effect and sufficiently sabotage the device to prevent future use)
Mel will pull out his mace and help trying to smash the stones.

GM Harker |

After a number of tries (and a sore shoulder) Halkale eventually bursts open one of the front doors, leading the slaves to freedom. As they walk out past the threshold of the museum, the planar overlap is no longer in effect, returning them to the Prime Material Plane.
A short time later, Moadis and Melufiuos finish smashing the bloodstones, which instantly ends the transposition of the Material and Shadow Planes, and reality snaps back to normal. The two young woman also awaken from their trances and identify themselves as Eleanir and Michellia Blakros. Although dazed and disoriented, they thank you for rescuing them and give their assurances that their family will hear of your bravery.
When the rest of the rooms of the museum are checked, there are no remnants of the Shadow Plane, other than the objects you taken. All you find are empty museum rooms, whatever else the Wightir House held is no longer accessible.
* * *
Hamaria Blackros is incredibly grateful for the return of her daughters, and for saving her family from the tyranny of the Penumbral Accords, allowing you to keep anything of value you found in the museum. In thanks to the Pathfinder Society, the Blackros family offers even closer collaboration between their museum and the Society on future endeavors
End of Chapter 3

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.

GM Harker |

Chapter 4: The Rise of the Goblin Guild
"Welcome to Varisia, welcome to the city of Magnimar, welcome to the Pathfinder Lodge of Heidmarch Manor, but most importantly, welcome to my home." Venture-Captain Sheila Heidmarch greets you in her low, breathy voice, finishing with a warm smile.
"Varisia is a land of ancient wonders and exciting possibilities," she continues, "and I've found it most helpful to keep a team of Pathfinders on call at the lodge at all times, should anything of interest to the Society come up unexpectedly. This assignment is only temporary. We'll rotate in a new team to take your places in a few weeks, but rest assured, there's plenty of potential for you to make a name for yourselves as Pathfinders here.”
"I've arranged for you to stay in Bakrakhan House, one of our guest cottages, for the duration of your stay here. It's currently unoccupied, so you'll have the place to yourselves. You're on duty starting tomorrow morning, so take some time to settle in, wrap up any unfinished business you have in the city today, and should the Society have need of you, I'll contact you directly.”
"Ebrylis, if you could show them the way, please," Sheila says as she turns and departs.
A half-elf guardsman steps forward. "This way, please," Ebrylis says. "Bakrakhan House is the last house on the end. I'm sure you'll want to unpack, set up your bunks, and so on. There's mail waiting for each of you in your rooms. Dinner's at sunset in the manor's dining room. Look for me at the gate if you need anything else. I'll leave you to it." With that, Ebrylis strolls back down the path.
Ebrylis has lead you to one of three stone cottages behind the manor. Bakrakhan House is a cozy stone cottage with a slateshingled roof and stained glass windows depicting colorful Varisian designs. The ground floor consists of a den centered around a wide stone hearth, a small kitchen with a side dining area, and an exterior sun porch. The second-story loft contains private sleeping quarters for up to eight people.
The mail he spoke of is 6 distinct envelopes, each labeled with one of your names
Factions missions here for fun only, feel free to disregard if you wish.
Desirable Aurelia,
While you travel to Varisia, I am stuck here in Absalom trying to shore up political alliances. But allies and assets are not limited geographically, and your new assignment in Magnimar presents a unique opportunity in the subtle struggle for popular opinion. Dress yourself as a courier and deliver this letter to the Versade Villa in the Alabaster District. The letter is my cordial acceptance of Savasha Versade's invitation to attend her next spectacular party (to which I wasn't invited and which I don't plan to actually attend). You are unlikely to meet the lady of the house, but make sure you act the part in front of her servants. While you are there, I trust you to subtly imply that Savasha and I are close friends and that I anticipate continuing our intimate acquaintance. Done properly, this should start rumors in Magnimar that dear Savasha and I are closer than we truly are.
Devilishly yours,
Paracountess Zarta Dralneen
Hawk of Freedom Halkale,
By now, you are in Magnimar, a city founded a little over one hundred years ago by those who wished to shrug off the yoke of imperialistic oppression. I'm sure you can see the many similarities between Magnimar and Andoran itself. Our government seeks to expand the size of our newly established embassy's grounds in Magnimar, but certain bureaucratic and legal technicalities are delaying these requests. Please present yourself as my representative at the Pediment Building in the Capital District as soon as your other duties allow. Obtain an appointment with the lord-mayor's secretary, Valanni Krinst, and try to convince him to expedite the paperwork. It may be difficult to see such a busy man at such short notice, but my sources say he's the only one who can make this happen.
For liberty,
Major Colson Maldris
Sacred Crusaders,
Be vigilant during your time in Varisia-it is a land with a long history and many ancient evils still slumber there. That said, many of the folk in Magnimar are decent people devoted to Desna or who follow the ways of the angelic spirits. There are other beings, however, who have lost, or never found, the right spiritual path. Be an example of wholehearted goodness to all those you come across. Strive to show charity, kindness, and mercy. Sometimes all it takes is a feather's touch of compassion to set a living being on the path to redemption and virtue.
Blessings of the light upon you,
Ollysta Zadrian
Salutations Ophelia,
Your assignment to the Society's newly established lodge in Magnimar is indeed a choice posting. Unfortunately, our long-time rivals, the Aspis Consortium, are already well established in Varisia. Eventually we intend to publicly drive this scum out of the country. Until that time, however, I ask that you attempt a preliminary and discreet reconnaissance of their main base of operations, the Bronze House in the district of Dockway. Under no circumstances attempt entry into the building, but I require an accurate diagram of the exterior of the building with all visible points of entry marked, as well as notes on where concealed entrances might exist.
For the Society,
Venture-Captain Ambrus Valsin
Grave tidings, loyal guardian of Osirion Valik,
I deliver most urgent and unhappy news. Our most divine ruler, the Ruby Prince Khemet, the third of his name, has fallen under a mysterious and terrible curse, struck down while admiring an ancient Varisian relic brought back to Sothis. Be assured, the Forth bringer still lives, his will is strong, and all steps are being taken to ensure his recovery. As the source of this curse came from far-off Varisia, you are most fortuitously situated to aid in ascertaining a cure. The library at Heid march Manor contains one of the few known copies of a work that could be of much use to our court physicians. The treatise is called "Thassilonian Runic Auras, Both Malevolent and Benign." Obtain this volume immediately and convey it to our agent in the Bazaar of Sails in Dockway for its immediate delivery to Sothis.
Be as swift as the desert wind,
Amenopheus, the Sapphire Sage
* * *
Once you unpack your gear, you now have the whole afternoon to do whatever you wish.
Let me know what each of you are doing.

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Quiella tromps up the stairs and unpacks her gear by one of the bunks, pocketing her twine.
Is the loft one big "private" room with 8 bunks? Or are there 8 different "rooms" with a bunk each?

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Quiella smiles widely. Nice to meet you as well, Moadis the most moist tortoise! Quiella pays attention to which bunks are picked by which people, and fingers the twine in her pocket.

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Quiella is itching to initiate her new friendships with some fun physical pranks. If she can think of the right one...

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As a paladin, you may want to consider pranks that are less likely to cause injury or serious embarrassment to someone.
hm. I guess one could get a pretty serious injury from tripping... maybe I'll think of another prank but I guess consider this one retracted. I'll edit it out I suppose.
Not sure I follow why a paladin would care about embarrassing her companions in front of themselves though. Upholding virtue and opposing evil doesn't require being boring and stone-faced. I don't see how it would contradict the Paladin's code. Am I missing something?

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Halkale follows his companions out of the lodge and back to the cabin. As they walk Halkale shows Moadis his new bow and greatsword and then mentions where he's storing two vials of a healing potion he picked up before leaving Absalom, just in case.
He introduces himself to the new Pathfinder, "My name is Halkale, looks like Mel wasn't posted with us this time, I'm a ranger, a replacement for a lost agent. Nice to meet you."
As they are shown to their room, Halkale takes his letter and reads it as he sits his stuff on his bunk.
"Since we have the afternoon off, I figure I'll go looking about town."
With that Halkale heads off.

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Pulling pranks on people for your own amusement tends to contradict with the acting with honor part of the paladin code. Moreover, most pranks tend to promote chaos, which contradicts a paladin's lawful nature.
Hmm, I see your point. Not sure I agree but I won't press the point since you are the GM.
Looking about town sounds like fun. Can I come along?

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Halkale stops.
He then stammers, "I sorta have an errand to run." he waves his envelope weakly. "But I guess you could come along if you want."

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Quiella nods. Go ahead. I will go by myself.
She goes to see Ebrylis by the gate. What is the prettiest sight in town to see and be back before sundown?
She will welcome anyone who tries to come with her.

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Valik, after completing his last Society mission, heads back to his master in Osirion. He talks about all the things done and seen, but also trains hard to better assist in combat.
He cannot but stare at the manor, the grounds it sits upon and the cottage they will be staying in. Valik follows Ebryis, and when given the opportunity to he will go upstairs and claim one of the bunks. After unpacking a bit, and washing his hands and face, he heads back to ground level and watches as the newcomer is chatting with a guard. When an opening arrives Valik will ask the guard when the manor library is, he would like to read some of their literature.
When at the library, Valik will browse various topics: nature, mythological works, culture of Varisia, and finally the "treatise" he was sent to retrieve.
Valik would never outright steal the book. Is there a way to copy or duplicate the pages needed? If so Valik would do that, then report to the dockside operative. I would do this towards the end of the mission though

GM Harker |

In order to get a meeting with the lord-secretary, you'll need to convince a bureaucrat to arrange a short notice appointment. Please make either a Diplomacy check or Knowledge (Nobility) check.
Ebrylis suggests you visit one or more of the many monuments Magnimar has to offer. He gives you directions to a couple of them.
Inquiring about the tome, you discover it's been loaned to a Chelish Pathfinder named Almya Gorganal who's staying at the lodge. When you speak to her about obtaining it, you find she's quite disagreeable. You'll need a Diplomacy or Intimidate check to get the book from her. Afterwards, you can hire a scribe to copy the book, but that might take quite some time and it sounds like your faction wants it as soon as possible.

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diplo, intimidate: 1d20 + 1 ⇒ (1) + 1 = 21d20 + 1 ⇒ (4) + 1 = 5
Seeing that his words are getting him nowhere, Valik leaves to go enjoy the sights and sounds of the city. He goes down to the bazaar or market and peruses the various stalls. He "forfeits" the opportunity to get the treatise, it is unlawful to steal and goes against his honor.

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The walls of Absalom were a marvel, to be certain, but to Ophelia, nothing was quite like the land of her people. The untamed land of Varisia, the unmarked paths she'd travelled for years with the caravan, with only ancient memories and Desna's eyes to guide them... This was home.
While Magnimar isn't quite the part of home she looked forward to, she can't help smiling at the lodgings, a pleased twinkle entering her usually unreadable face. She takes a bunk - any bunk - unpacking her things and retrieving her mail. She makes sure the group knows where to find her wand - tucked safely into the purple sash at her waist - and a potion she's hidden in the side pouch of her pack, just in case. Her equipment has changed little from the assignment at the Blackros Museum, though the holy symbol at her breast is new - gleaming silver, with a prayer in her native tongue etched on the back - and a leather thong hangs just beneath it, bearing a simple pendant with a single pearl.
She slits open the envelope with her dagger, dark eyes skimming over the contents, before taking her leave of the others.

GM Harker |

Your words fall on deaf bureaucratic ears, as you are told that Mr. Krinst is far too busy today.
Please read Quiella's spoiler
One of the guards gives you directions to the district, while the lodge provides you with the necessary materials for mapping. Arriving at the Bronze House, you find it's easy to get access to the exterior. Hopefully your mapping skills are up to task! Please make either a Knowledge (Engineering) or Perception check

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Quiella strolls her way to one of "the monuments." She takes her time to look around at everything she passes on the way.

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Quiella strolls back after seeing all the monuments Ebrylis suggested. Nice place, eh, Moady?