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Halkale moves around the platform looking for a better shot. I think my move gives me Point Blank Shot
He then fires an arrow up at the elf.
Attack, PBS: 1d20 + 7 + 1 + 1 + 1 ⇒ (2) + 7 + 1 + 1 + 1 = 12 Damage, if hits, PBS: 1d8 + 2 + 1 + 1 ⇒ (8) + 2 + 1 + 1 = 12
Bonuses include the inspire and Bless, not that it matters.

GM Harker |

Thanks for clearing that up, Quiella.
T'kk'tck continues to suffer under the effects of the deranged elf's spell as he is unable to overcome the crazy giggles.
Moadis doesn't detect any evil auras from the elf, but that doesn't stop him from clobbering the fellow hard with his hammer.
Despite placing himself in point-blank range, Halkale's shot only hits one of the many chains wrapped around the elf's body.
Melufiuos and Ophelia

GM Harker |

With the metal plate protecting the crazed elf from ranged attacks in the northwest quadrant of the room, Ophelia moves slowly towards the nearest ladder, while Melufiuos makes his way out from under the plate to get line of sight again for his bow.
"The last grains of sands are raining upon you! Sorrow and degradation will consume your bones. Grind you up with a tick-tick-tick!" The elf screams at the top of his lungs, just before he casts a spell defensively and a thick fog fills the center of the room, obscuring everything that's not immediately in front of you.
The elf just cast Obscuring Mist in a 20 foot radius around him. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Since the elf appears stationary in the center, feel free to continue to use ranged attacks if you wish, but now with that 50% miss chance.
1d100 ⇒ 20
Concentration: 1d20 + 9 ⇒ (19) + 9 = 28
Initiative (Round 5)
Halkale [5 Dmg]<= Up
Valik [Staggered]<= Up
Melufiuos [Staggered]<= Up
Ophelia [Staggered]<= Up
T'kk'tck [Laughing]
Moadis <= Up
Quiella [1 Dmg]<= Up
Chained Elf
Effects
Advice (Inspire Courage): +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Obscuring Mist: Centered on Chained Elf, see above for effects.
Party is up, with the exception of T'kk'tck who's still suffering under Hideous Laugher.

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Halkale fires another arrow where he knows the elf still is.
Attack, PBS: 1d20 + 7 + 1 + 1 + 1 ⇒ (12) + 7 + 1 + 1 + 1 = 22 Damage, if hits, PBS: 1d8 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8
Miss chance, low good: 1d100 ⇒ 13
Edited to add the IC and Bless bonuses

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Valik, continues to inspire his allies to the best of his ability.
Everyone, keep up the pressure. He is resorting to stall tactics to bide time. Keep it up and we will not fail?
Free five and attack with sansetsukon, will wait to gain flanking if possible with Moadis, advice 5/7
sansetsukon + IC + bless + flank Moadiss?, AC 19: 1d20 + 4 + 1 + 2 + 1 ⇒ (10) + 4 + 1 + 2 + 1 = 18
dam: 1d10 + 1 + 1 ⇒ (7) + 1 + 1 = 9
1-20 bad: 1d100 ⇒ 51

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Wishing he had access to a gust of wind scroll or that his wand of burning hands was still charged, the magus fires an arrow at the center of the mist, hoping to hit the elf and not one of his buddies.
Bow: 1d20 + 4 + 1 + 1 - 1 ⇒ (20) + 4 + 1 + 1 - 1 = 25
dmg: 1d8 + 1 ⇒ (4) + 1 = 5
Miss chance, low good: 1d100 ⇒ 86

GM Harker |

Reading over the spell description for Hideous Laughter, it appears you only get two chances to make a Will save: one at the beginning, and the second on your next turn if you fail the first. If you fail the second, I'm afraid you're stuck laughing for the duration of the spell.
Although Valik's weapon only hits more of the chains shrouding the desiccated elf's form, he can verify that Halkale's arrow strikes true, while Melufiuos' arrow flies right underneath its target. With the various arrows sticking out of him and the massive bruise on his shoulder, the elf seems on the verge of unconsciousness.
Ophelia, Moadis, Quiella.

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Quiella is 40 feet away from the Elf, and therefore outside of the area of effect. Is he right above the mist or at the center of it?
-Posted with Wayfinder

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Quiella winds up her sling, and lets loose again, aiming for the center of the fog where she last saw the Elf.
Percentile, low good: 1d100 ⇒ 94
-Posted with Wayfinder

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GM Harker |

Quiella's bullet goes off course no doubt thanks to the magical fog obscuring her target.
Moadis, on the other hand, finishes the elf off with an unsettling crunching sound as his hammer strikes hard through the fog. Although only visible to Valik, the chained up fellow goes immediately limp in his bonds and his breath becomes extremely shallow, indicating death is quickly at hand.
Combat Over!
After a few more seconds, the magic slowing some of the party quickly passes and T'kk'tck is freed from his unnatural laughter. It takes some minutes, however, before the mists to clear up. Nuar still appears to be quite confused about the whole situation, his only memories being of going to sleep in his home and awaking in a cave to find himself being nearly beaten to death by a horde of morlocks.
Searching the room, the party finds quite a few magical items and valuables that are either identified on site or later at the Grand Lodge. Those include an alchemist lab, masterwork artisan's tools, a Wand of Magic Missiles (50 charges, CL 3rd), a Wand of Daze (50 charges), Goggles of Minute Seeing, and a Potion of Haste, along with 5,500 gp worth of various coins.
Perhaps the most valuable piece is the magical hourglass sitting above the elf's body in the makeshift astrolabe, although that will take a little bit of time to extract from the rest of the device.
I'll wrap up tomorrow, let me know if you remove the hourglass from it's setting or not.

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What do you think that hourglass is for?
Quiella is also for removing it

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"The society might like the hourglass though, and the gentleman said we could keep it, the society, I mean." Halkale says.

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As long as we weren't explicitly told NOT TO retrieve it or disturb it, Valik would have no problem with taking it back to the Society for further study

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spellcraft: 1d20 + 9 ⇒ (5) + 9 = 14
-Posted with Wayfinder

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I doubt it will help, but add one more to that roll. Just checked char sheet. I have +10 for identify, not +9.
-Posted with Wayfinder

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I vote for taking it but not letting on that we have it until we can get other society leaders to look at it. That is, give to pfs, but not the dude that sent us.
-Posted with Wayfinder

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Went back and read the intro. Yes, give it to Grandmaster Torch, not Dreg, and explain the discrepancies in his story.
Sorry I flubbed the spellcraft check
HOLD ON! I just realized that Mel is carrying a scroll of identify.
If it is not too late, Mel will use that on the hourglass.
Identify: 1d20 + 20 ⇒ (16) + 20 = 36

GM Harker |

From the conversation you had at the briefing, it would seem that retrieving the hourglass for the society is the implicit payment for rescuing the minotaur.
The majority of the group decides to retrieve the hourglass, and, after about 30 minutes of work, the item is removed from the astrolabe.
Deciding to take a closer look at the hourglass, Melufiuos pulls out his scroll of Identify and casts the spell, quickly ascertaining the item's purpose.
Originally crafted to keep time precisely and aid the wizard’s study of the heavens, near-constant tampering and augmentation eventually forged a sympathetic link between the Hourglass and the flow of ages around it. The sands keep perfect time, and anyone studying the artifact for 5 minutes who succeed on a DC 15 Knowledge (arcana) check can determine the exact position of any given celestial body at that moment. While in the presence of the Hourglass, mortal beings age at half their natural rate.
With no other business in the center of the labyrinth, the group begins the long trek back to the surface with the albino minotaur in tow. Fortunately, the return trip is far less confusing and dangerous thanks to the twine and chalk marks left behind to mark the way up. Moreover, the underground dwellers leave you alone entirely.
Reaching the top, Nuar Spiritskin is extremely grateful for you assistance and promises to tell everyone he knows of your bravery today. Your superiors in the Pathfinder Society are similarly grateful to gain possession of the minor artifact that you found, although Grandmaster Torch himself is seemingly not available for follow up questions or concerns.
End of Chapter 7

GM Harker |

Chapter 8: The Cyphermage Dilemma
The light from the rising sun performs a splendid dance upon the windows of Venture-Captain Sheila Heidmarch’s Magnimarian manor house as she pours the coffee. Her young servant brings in a platter of pastries and fruits before the Venture-Captain begins to speak about the mission at hand in her distinctively low, breathy voice.
“As I’m sure you’re well aware, much of the reason Riddleport was founded where it was is because of its easily defendable position as well as the enigmatic Cyphergate, which has baffled scholars since its discovery. The Pathfinder Society has a keen interest in the Thassilonian monument as well, since solving its mysteries would undoubtedly unlock a number of other secrets regarding that lost empire. The Order of the Cyphers has been amassing support from outside sources for some years now, and scholars from all over the Inner Sea have come to aid Elias Tammerhawk and the cyphermages.”
Heidmarch takes a bite out of a chocolate-filled biscuit before continuing. “Just recently, however, we received word from Elias himself that several of the visiting scholars haven’t arrived in Riddleport Bay as expected. It seems as though a band of raiders, led by the Vudran pirate Alejia Netrav, has been intercepting the ships at sea, killing the crews, and destroying the ships. While Riddleport is hardly a stranger to the likes of pirates, Overlord Cromarcky has declared it illegal for any ships that wish to return to Riddleport Harbor to attack ships bearing the Riddleport flag. Alejia’s ship is clearly coming from Riddleport—the attacks all took place just outside Riddleport Harbor—but attempts to identify her ship have been unsuccessful so far.”
“I needn’t explain to you that the Pathfinder Society is also very much interested in the secrets of the Cyphergate, and that the deaths of these knowledgeable scholars have severely hindered progress in unraveling the artifact’s mysteries. The unexplained attacks are beginning to wear on the other sailors of Riddleport as well, and if something isn’t done about the matter soon, there will be no shortage of civil unrest, if not anarchy.”
“In a few days, a ship called the Topaz Titan is scheduled to arrive in Riddleport Harbor from Minkai, bearing the acclaimed Tian scholar Hirako Gurukaza—who is also a former member of our Society. We fear that he may be Alejia’s next target, and your task is to prevent her assault at all costs, both ensuring Hirako’s safety and shoring up our relationship with Tammerhawk. I have heard rumors that some of Alejia’s cronies have been storing their stolen goods somewhere in the Wharf District, so that might be a good place to start your investigation. While in Riddleport, keep a low profile and try to avoid pulling any of the crimelords into the situation. Tammerhawk would appreciate discretion and subtlety if possible. Regardless, there is little time to waste, as there is no knowing exactly when the pirates will choose to strike the Topaz Titan.”
As she finishes, she looks upon the group for any questions.
Those of you who have played Severing Ties have visited Riddleport once before.
Faction missions available upon request.

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Halkale looks confused for a bit then says, "So we are going to get to Riddleport before the other ship and try to figure out which ship is the pirate's and stop them from the shore?" Halkale asks puzzled. "What if the pirate berths at a different place? Is the ship carrying the scholar well guarded?"

GM Harker |

"You are to discover Alejia's whereabouts and prevent her from taking the Topaz Titan if that is her intention. All evidence points to that being a likely scenario. As I mentioned, she appears to be operating in or near Riddleport so you likely will not have to travel far to find her. The security on Gurukaza's ship should be fairly good, but Alejia and her crew are well-seasoned pirates so it's quite possible they could take the ship with some planning." Venture-Captain Heidmarch answers Halkale's questions.
She then addresses Moadis' concerns, "Unfortunately, teleportation spells is not a commodity the Magnimar Lodge currently possesses. However, trade between Magnimar and Riddleport is strong at present, and there are ships leaving several times a day to traverse the Varisian Gulf for the City of Cyphers. I have arranged passage for you on a Taldan cargo ship called the Opparan Opal that will be leaving within the hour. Hurry to the docks, and you’ll be in Riddleport before you know it.”

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Hm. The mission seems fairly straight-forward. I have no major concerns, other then the pirate getting to Gurukaza. That will have to be addressed later, first we need to find their warehouse. I am ready when you all are.

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"Riddleport. I don't have very fond memories of that place, but if we must, we must." sighs Mel.
Knowledge Local: 1d20 + 7 ⇒ (2) + 7 = 9
Mel wants to replace his scroll of identify before we leave.

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"Is there anyone in Riddleport who may be able to help us?" Ophelia asks, as if trying to set every possible outcome straight. "And is there anyone likely to be helping a known pirate?"

GM Harker |

In response to Ophelia's questions, Heidmarch replies, "As for receiving aid from others in the city, Elias is a powerful figurehead in Riddleport, but his rivalry with Overlord Cromarcky is well known; few would seek to get involved in their complicated feud. Cromarcky’s direct underlings and the peacekeepers of the town, the Riddleport Gendarmes, know of the troubles the Order of the Cyphers has been facing as of late, but they are hesitant to do anything about it, as they fear punishment for helping Elias. Elias himself wishes to keep this investigation as discreet as possible, and have it dealt with immediately."
"In regards to the other question, while she is a lowly pirate, Alejia possesses more enemies than friends in Riddleport, having backstabbed many business partners to get to where she is now. Her sudden disappearance and recent activities have only spurred public resentment of her, and many would like to see her dead. In any case, don’t be surprised if your investigation gets you entangled with some of her less savory ex-associates."
"If that's all, I believe you have a ship to board," Heidmarch then dismisses the group, waiting to finish her pastry until the last Pathfinder is out the door.
* * *
The trip to Riddleport is uneventful, with the group finding itself on the docks as you disembark. The area is quite busy, with all sorts of unsavory characters working and/or milling about, with more than a few of them appearing to size you up as they move past.
Having little idea which of the large number of warehouses in the area is your target, it's time for some investigation.
To know when the Topaz Titan is scheduled to arrive, Knowledge (local) or Diplomacy (gather information) check needed.
To investigate Alejia, a different Knowledge (local) or Diplomacy (gather information).
To find the warehouse, yet another Knowledge (local) or Diplomacy (gather information).
Each time you use Diplomacy to gather info, it takes 1d4 hours.

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I think someone has diplomacy trained but if they don't I'd be willing to give it a go with my +5 untrained smexiness.
Could i put on a performance to draw a crowd and then (whomever) can ask the crowd while they are drawn? To try and speed up the 1d4 hrs by asking large groups at once? Like maybe get a 1d2 or 1d3 instead?

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I don't have diplomacy, but I have a +7 to K local or a +9 if I want to burn a Ki point
Moadis has a +7 dip check :) If he takes 10=17, then we all aid that could bump him up to a potential 23. Or we could each try a check and then meet back. That we we could get all 3 tasks done with only 1d4 hours used rather then a potential 3d4 hours used?
Valik will try to stay with his head down and not make eye contact with any that seems to be sizing him up. He takes in the various sights and sounds, as he is unsure when he will get the chance to explore Riddleport again, but he doesn't go out of his way to upset the locals or put the mission on tilt.

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I don't have those Knowledge skills trained, I am probably best in Sense Motive checks, especially with my +2 human bonuses.

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I think our best bet is each of us (me, Tkk and Valik) roll on one of the tasks simultaneously as have being suggested. The rest of the party can A.A. one uf us each. If we fail to get any of the information we focused on it after. I will try my luck with the warehouse location.
Moadis mingles with the crownd to gather some information about the location of the warehouse they seek.
Diplom: 1d20 + 7 ⇒ (17) + 7 = 24

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Mel will assist with know local
assist: 1d20 + 7 ⇒ (12) + 7 = 19
-Posted with Wayfinder

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Valik, hearing that T'kk'tck has a plan, and awaits for him to gather as many people with his performance. He than does his best to ask those gathered about the Titan Topaz, and its scheduled arrival.
K local, topaz arrival, burn Ki point, take 10: 10 + 9 = 19

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Seeing Moadis drift into the crowd, T'kk begins setting up for a performance.
After picking a likely spot he pulls out juggling balls and cast light on each of them. While calling loudly to bystanders about his upcoming performance he tosses the lighted balls idly into the air, adding visual flair to his beckoning voice. Once the beginning of a crowd is nearby he launches into a long and intricate tail of an alchemist who stole a secret and then fled into a dying any castle. For each of the characters he uses a different colored ball and when there are multiple ones he juggles their colors together. Balls are dropped when scenes end suddenly, slowed for build up and cracked together for emphasis. The sea journey shows though and this is certainly not one of T'kk'tck's best performances so he wraps it up right before the key scene and pauses dramatically.
"Now, while I've got your brief attention, ..."
Perform dazzling drama: 1d20 + 11 ⇒ (7) + 11 = 18
gather information about the the pirate lady: 1d20 + 5 ⇒ (12) + 5 = 17

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Knowledge (local) - Topaz Titan arrival: 1d20 + 6 ⇒ (18) + 6 = 24
Knowledge (local) - Alejia: 1d20 + 6 ⇒ (20) + 6 = 26
Knowledge (local) - warehouse location: 1d20 + 6 ⇒ (5) + 6 = 11
Don't know if this is what we agreed on, but it looks like O might know a thing or two...