[PFS/DMK/YotS] 7-12 The Twisted Circle (Inactive)

Game Master Kludde

Maps and Handouts


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Dark Archive

Human Sniper (Rogue)-3 | AC 17 T 13 FF 14 | HP 21/21 | F +1 R +6 W +1 | Init +5 | Perc +6

>>----->

Grand Lodge

Male Human (Varisian) Skald (spell warrior) 2 | HP 16/16 | AC 14:12:12 | Init +2 | Fort +4 Ref +2 Will +1; +4 vs. bardic performance, language-dependent, and sonic | Perception -2 Sense Motive 13

Poetic dot

Dark Archive

Female Kitsune Mesmerist 3 | HP 21/21 | AC: 18 T: 13 FF: 15 CMD: 12 | F+4 R+7 W+9 | Init +3 | Perception +7

Foxy dot

Scarab Sages

Male Half-Elf Occultist 1 [ HP 9/9 | AC 16/FF14/T12 | Fort +4, Ref +3, Will +2 (immune to sleep, +2 vs. ench) | Init +4 | Perception +6 ]

.

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

dot. <Updating character in progress>

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

Cyjke updated complete.

update info:

Rebuilt as per PFS for 1st level from alchemist to Arcanist

Then leveled up to 2nd level.

purchased cloak of resistance from chronicle #3

purchased wand of grease 11 charges from chronicle #3

Acquired and wrote 10 1st level spells into spellbook 10x (10gp +5gp) = 150gp. taking 10 on spellcraft check of 18 total vs a DC16.


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Venture-Captain Roderus sits at his desk in the lodge beneath the popular Winding Road Inn in Katapesh. Maps cover every wall of his workspace, and precarious stacks of journals and papers nearly reach to the ceiling. The venture-captain glances up from his work. “Welcome, Pathfinders. I hope your journey here was not too arduous. I have a fascinating assignment for you.”

He plucks a single sheet of paper from the middle of pile on his desk. “This is a letter from the Osiriani investigator Amenira, who works with the Temple of the All-Seeing Eye. Mercy, the town she mentions in her reports, wasn’t even on our map until now. It’s a small settlement out in the Mana Wastes. Magic is unpredictable out in the Wastes, and it sometimes coalesces into deadly storms. People in Alkenstar reported seeing one of these magical disturbances heading in the direction of Mercy, but the town weathered the fearsome storm without so much as a scratch.”

He hands over a sheet of paper and patiently waits for the adventurers to read it before he continues. (See handout - enter your init while you're at it ;-)).

DC 15 Knowledge (religion) :

Temple of the All- Seeing Eye is the most prominent temple of Nethys, god of magic.

The venture-captain clears his throat. “One of my contacts at the temple received this missive from her four months ago, and he hasn’t heard anything from her since. I’m sending you to Mercy to figure out why. If she’s still there, ask her why she hasn’t contacted anyone in months and help her finish her investigation; if she isn’t, find out what happened to her. While you are there, see how much of the mystery of Mercy you can unravel. Several of the clergy within the temple are intensely curious about why the mana storm didn’t level the town, and so am I. I will gladly provide you with additional pay for the information that you retrieve. I’ve booked a ship to the city of Alkenstar, which is a few days’ journey from Mercy itself. The ship departs in three hours. If you have any questions, ask them now. You’ll have time to purchase supplies when you arrive.”

Dark Archive

Female Kitsune Mesmerist 3 | HP 21/21 | AC: 18 T: 13 FF: 15 CMD: 12 | F+4 R+7 W+9 | Init +3 | Perception +7

A petite, discreet girl chimes in, clothed in foreign garb - of Tien make, no doubt. Her shy voice yet rings true to your ears, and listening to her quickly becomes a trance like experience.

"Well met! I am Shisen, one of the newest agents among the Society, freshly arrived from Goka." she concludes as she bows gracefully then beams a charming, almost disarming smile.

Her smile widens when she reads the note. "Highly intriguing indeed! I will be delighted to take part in the unraveling of this mystery. Do we know what is the affliction that affects her? Is she known to have other alliegeances?" the curious young woman inquires.

Scarab Sages

Male Half-Elf Occultist 1 [ HP 9/9 | AC 16/FF14/T12 | Fort +4, Ref +3, Will +2 (immune to sleep, +2 vs. ench) | Init +4 | Perception +6 ]

Knowledge (Religion): 1d20 + 8 ⇒ (18) + 8 = 26

"The All-Seeing Eye? You, of course, mean a temple of Nethys." Valenor states matter-of-factly. He wears his customary sardonic grin on his face, as well as his cestus and armor. His fauchard looks to have received an upgrade - it is of much better quality than before. Then, to the Venture-Captain, "We will, of course, investigate this to the best of our ability. Do we know anything more of the various rivalries in the town?"


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Indeed, the Temple of the All-Seeing Eye is the most prominent temple of Nethys on Golarion. It is a center for arcane scholarship, and it holds substantial sway over the politics of Osirion.

Unfortunately, I do not know what ails her, this is up to you to find out.

About Mercy: It’s a small town roughly twenty miles south of Alkenstar. Ask around when you arrive in Alkenstar, and I’m certain you’ll find someone who knows more about it than I do.

----

You can still ask questions...

----
The ship travels down the coast of the Obari Ocean, tacks northwest up the Elemion River, then sails south down the Ustradi River, nally stopping at the city of Alkenstar. It docks slightly short of a ve-hundred-foot-tall waterfall in the middle of the city, where southbound ships painstakingly ride a winding elevator to the river above. Nearby, carriages wait to lead passengers into the smog-covered city.

DC 15 K(local) or Gather Info:

15+: Mercy is located a little over 20 miles south of Alkenstar. The people there worship an obscure nature deity. Rumors speak of a vampire who occasionally hunts travelers along the road.

DC 20:
The people of Mercy have a reputation for being insular and extremely devout to their god Robori. The town has rigid, in exible rules, but the quality of its harvests encourages traders to occasionally stop by the town to purchase produce.

DC 25:
For the past year, an Osiriani woman from Mercy named Amenira came to Alkenstar every month. She traded for supplies and sent large collections of letters before returning to Mercy.

Scarab Sages

Male Half-Elf Occultist 1 [ HP 9/9 | AC 16/FF14/T12 | Fort +4, Ref +3, Will +2 (immune to sleep, +2 vs. ench) | Init +4 | Perception +6 ]

Diplomacy (Gather Information, Aid Another): 1d20 ⇒ 13

Valenor attempts to assist in gathering information.

Grand Lodge

Male Human (Varisian) Skald (spell warrior) 2 | HP 16/16 | AC 14:12:12 | Init +2 | Fort +4 Ref +2 Will +1; +4 vs. bardic performance, language-dependent, and sonic | Perception -2 Sense Motive 13

"Greetings, fellow Pathfinders. I am Maximilian Q. Viveiros - yes, that one, perhaps you saw my recent one-man performance of Cydonus III, Part 3 at the Absalom Playhouse? No? Well, no matter, I'm sure we'll get along just fine regardless."

Knowledge (local): 1d20 + 8 ⇒ (3) + 8 = 11

"Mercy, what an... interesting name for a town. Sounds like the sort of place with a few skeletons in its closet, figuratively or literally."

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

K(religion): 1d20 + 5 ⇒ (9) + 5 = 14

As Venture-Captain Roderus describes the situation, Cyjke an elven spell caster sits back in silent contemplation with his fingers templed together.

His interest picks up when temple of Nethys and it's center for arcane scholarship is mentioned, "Most interesting, The lady Amenira is not then a pathfinder? How are the relationship between the All-Seeing Eye and the pathfinders should we run into any of their agents?"

k(local): 1d20 + 9 ⇒ (1) + 9 = 10
Diplomacy (Gather Information) w/+2 aid: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21

Once in the city of Alkenstar, Cyjke marvels at the water fall and engineering marvel of locks. With the help of Valenor he gathers information to fill in the gaps of his limited knowledge, "Mercy is 20 miles south. As expected, Mercy has a reputation of being insular with rigid inflexible rules. Very devout in following the nature god Robori, but quality harvest. There is also a rumor of a vampire hunting travelers along the road, probably a story to discourage visitors. "


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As said, the all-seeing eye holds significant political sway, but other than that the Society doesn't have a special relationship with them.

Are you ready to move from Alkenstar to Mercy? Any purchases you want to make in Alkenstar?

Dark Archive

Female Kitsune Mesmerist 3 | HP 21/21 | AC: 18 T: 13 FF: 15 CMD: 12 | F+4 R+7 W+9 | Init +3 | Perception +7

Diplomacy (Gather Information): 1d20 + 8 ⇒ (19) + 8 = 27

"I'm impressed, Cyjke, for your know much about our destination!" says the petite woman with an admirative voice. "Some of my contacts also revealed that for the past year, an Osiriani woman from Mercy named Amenira came to Alkenstar every month. She traded for supplies and sent large collections of letters before returning to Mercy."

Ready to move on. Any special things we can buy in Alkenstar? I also would be interested in the kind of clothing usually worn by the inhabitants of that area, so that Shisen could dress up like them.

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

Cyjke gives a bow to Shisen, "Your contacts seem to be better than mine."

Dark Archive

Human Sniper (Rogue)-3 | AC 17 T 13 FF 14 | HP 21/21 | F +1 R +6 W +1 | Init +5 | Perc +6

Henri's eyes twinkled at the mention of skullduggery and sneaking around a town, and he grew even more interested in the mention of a potential artifact.
Kn(local): 1d20 + 6 ⇒ (16) + 6 = 22
Once in town he kept his eyes and ears open, but was unable to determine anything more than his colleagues. In town he purchases enough arrows to refill his large quiver.


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Alkenstar’s most famous inventions are firearms, and while strict laws regulate their possession to members of the nobility, unscrupulous dealers make a tidy profit selling these weapons on the black market.

Just list your purchases if you want to make any.

The dirt road toward Mercy winds through rocky, tree-lined hills. Sporadic clearings occur where large sections of trees have been destroyed or damaged. Some are only missing a few branches, while others have been split almost in half vertically or chopped down to a short stump. The exposed wood is black and perfectly smooth. One such clearing reveals the opening of a narrow cave in the hillside. The trail splits, leading both into the cave and off to the north.

DC 15 Knowledge (nature):
The black sheen on the wood is burnt sap.
[/spoielr]
[spoiler= DC 15 Perception] There should be far more debris in the area than there currently is.

Moving closer to the cave, suddenly the party spots a gnoll and its hyena lying in ambush!

init:

init, Shisen: 1d20 + 3 ⇒ (16) + 3 = 19
init, Valenor: 1d20 + 4 ⇒ (19) + 4 = 23
init, Maximilian: 1d20 + 2 ⇒ (20) + 2 = 22
init, Cyjke: 1d20 + 4 ⇒ (11) + 4 = 15
init, Henri: 1d20 + 5 ⇒ (7) + 5 = 12
init, X: 1d20 ⇒ 1

init, Gnoll: 1d20 + 0 ⇒ (4) + 0 = 4

---
Valenor
Max
Shisen
Cyjke
Henri

---
Gnoll
Hyena
---

Grand Lodge

Male Human (Varisian) Skald (spell warrior) 2 | HP 16/16 | AC 14:12:12 | Init +2 | Fort +4 Ref +2 Will +1; +4 vs. bardic performance, language-dependent, and sonic | Perception -2 Sense Motive 13

Maximilian eyes the monotonous countryside with growing enthusiasm. "Oh, but this is perfect! We could reuse the same sets and backdrops for a whole series of plays, so they will be so cheap to produce. And we can dress the heroes and villains in pure white and black to represent their moral absolutes, set against these ambiguous greys and browns and the chaotic mana storms... and there must be something we can do with those weapons they make around here."

Knowledge (nature): 1d20 + 3 ⇒ (3) + 3 = 6

Seeing the gnoll jump up, Maximilian steps forward and draws his rapier with a dramatic flourish. "Get away, or taste steel!" he calls out to the creature.

Intimidate: 1d20 + 3 ⇒ (15) + 3 = 18

Sovereign Court

Kitsune, HP17/17 - AC 17, T 13, FF 15/ F +1, R +6, W +3/ CMD 14, CMB +1/ Per +4(LL), Init +5, Move 30ft

Rain races behind the party, keen to catch up.

Too many performances to Desna over the recent holidays completely dominated her timetable and she missed the start...!

Dark Archive

Female Kitsune Mesmerist 3 | HP 21/21 | AC: 18 T: 13 FF: 15 CMD: 12 | F+4 R+7 W+9 | Init +3 | Perception +7

Shisen quietly follows Maximilian, but remains behind the actor, readying a spell.

Ready action: Should the gnoll come within 25 feet of Shisen:
Shisen weaves a cantrip to prevent the gnoll from thinking straight.

Daze: Will DC 14 negates.


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Maximilian, eager to make an impression, doesn't get a better glance at the gnoll than to conclude it is a humanoid. He still manages to make a decent impression, shaking the resolve of the dog-like creature.

Rain races in, hoping to catch up, while Shisen is ready to mess with the canine's brain.

---
Valenor
Max
Shisen <--Readied daze
Cyjke
Henri

Rain
---
Gnoll (shaken)
Hyena
---

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

Take 10 knowledge nature for 15 total.
perception: 1d20 + 6 ⇒ (1) + 6 = 7

Cyjke comments "The black sheen is burnt sap." (Note there is a DC15 perception check hidden within the nature spoiler

Seeing the Gnoll, Cyjke cast Mage armor on himself.

Dark Archive

Human Sniper (Rogue)-3 | AC 17 T 13 FF 14 | HP 21/21 | F +1 R +6 W +1 | Init +5 | Perc +6

Henri moves up, draws an arrow, and readies his shot at whichever of the creatures ventured to within 30 feet...

Readied attack:
Point Blank ranged attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Scarab Sages

Male Half-Elf Occultist 1 [ HP 9/9 | AC 16/FF14/T12 | Fort +4, Ref +3, Will +2 (immune to sleep, +2 vs. ench) | Init +4 | Perception +6 ]

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

"Interesting - there is far less debris here than I would have expected."

Seeing the gnoll and the hyena, Valenor moves into position and waits for the creatures to approach.

Standard action: Cast lead blades
Move action: As indicated on map

AoO's, if needed:

Attack (MW Fauchard): 1d20 + 4 ⇒ (12) + 4 = 16
Damage (MW Fauchard): 2d8 + 4 ⇒ (6, 3) + 4 = 13

Attack (MW Fauchard): 1d20 + 4 ⇒ (5) + 4 = 9
Damage (MW Fauchard): 2d8 + 4 ⇒ (3, 3) + 4 = 10


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Cyjke protects himself, and Henri gets ready to fire his arrow at the enemy. Valenor make sure his blades are ready for when it come to hand-to-hand combat.

The gnoll send in the hyena, which promptly takes an arrow from Henri, then gets chopped down by Valenor's blade.

The gnoll, seeing this, focuses his fire on Valenor

longbow, Valenor: 1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 121d8 + 2 ⇒ (2) + 2 = 4

---
Valenor
Max
Shisen
Cyjke
Henri
Rain

---
Gnoll
---

Dark Archive

Female Kitsune Mesmerist 3 | HP 21/21 | AC: 18 T: 13 FF: 15 CMD: 12 | F+4 R+7 W+9 | Init +3 | Perception +7

Seeing that the gnoll won't cooperate by coming closer, Shisen draws her crossbow and shoots at the dog-faced wretch. However, her aim is too reckless and the bolt gets lost in nearby bushes.

Crossbow: 1d20 + 3 ⇒ (1) + 3 = 41d8 ⇒ 7

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

Cyjke cast magic missile at the Gnoll spending a point of arcane reserve to enhance the caster power of the spell sending two force missiles slamming into the beast.

magic missile +1 CL = CL 3 used 1 arcane reserve point. Force damage: 2d4 + 2 ⇒ (2, 1) + 2 = 5

Scarab Sages

Male Half-Elf Occultist 1 [ HP 9/9 | AC 16/FF14/T12 | Fort +4, Ref +3, Will +2 (immune to sleep, +2 vs. ench) | Init +4 | Perception +6 ]

Valenor moves forward and swings his fauchard at the gnoll, as well.

Move action: As indicated on map
Standard action: Attack gnoll
Attack (MW Fauchard): 1d20 + 4 ⇒ (12) + 4 = 16
Damage (MW Fauchard): 2d8 + 4 ⇒ (3, 6) + 4 = 13

Dark Archive

Human Sniper (Rogue)-3 | AC 17 T 13 FF 14 | HP 21/21 | F +1 R +6 W +1 | Init +5 | Perc +6

Henri takes a 5' step towards the gnoll, then quickly draws an arrow and shoots it at the creature, followed quickly by a second!
Rapid point-blank precise shot #1: 1d20 + 7 + 1 - 2 ⇒ (13) + 7 + 1 - 2 = 19
Point-blank damage #1: 1d6 + 1 ⇒ (3) + 1 = 4

Rapid point-blank precise shot #2: 1d20 + 7 + 1 - 2 ⇒ (15) + 7 + 1 - 2 = 21
Point-blank damage #2: 1d6 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Human (Varisian) Skald (spell warrior) 2 | HP 16/16 | AC 14:12:12 | Init +2 | Fort +4 Ref +2 Will +1; +4 vs. bardic performance, language-dependent, and sonic | Perception -2 Sense Motive 13

Maximilian continues forward and stabs at the gnoll.

Rapier: 1d20 + 4 ⇒ (11) + 4 = 15 for: 1d6 + 2 ⇒ (6) + 2 = 8


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Shisen misses the Gnoll by a wide margin, but Cyjke's missile glow bright and hit the gnoll. Valenor misses, but only barely. Fortunately, Henri is close-by to riddle the gnoll with arrows.

Nearly fatally wounded, the gnoll manages to evade Max's stab, which surely would have killed the canine creature.

---
Valenor
Max
Shisen
Cyjke
Henri
Rain
---
Gnoll (14)
---

Sovereign Court

Kitsune, HP17/17 - AC 17, T 13, FF 15/ F +1, R +6, W +3/ CMD 14, CMB +1/ Per +4(LL), Init +5, Move 30ft

Rain takes aim with her bow!

Attack 1d20 + 5 ⇒ (8) + 5 = 13

The Gnoll will leave to see another day...


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Rain aims for the gnoll, who gets to live - if not for another day, then for another six heartbeats.

At the first of those, he tries to stab Max

Spear: 1d20 + 4 ⇒ (9) + 4 = 13
Slam: 1d20 - 1 ⇒ (8) - 1 = 7

---
Valenor
Max
Shisen
Cyjke
Henri
Rain

---
Gnoll (14)
---

Dark Archive

Human Sniper (Rogue)-3 | AC 17 T 13 FF 14 | HP 21/21 | F +1 R +6 W +1 | Init +5 | Perc +6

Henri continues firing until the gnoll is down, following his training...and instinct.
Rapid point-blank precise shot #1:: 1d20 + 7 + 1 - 2 ⇒ (13) + 7 + 1 - 2 = 19
Point-blank damage #1: 1d6 + 1 ⇒ (1) + 1 = 2

Rapid point-blank precise shot #2: 1d20 + 7 + 1 - 2 ⇒ (17) + 7 + 1 - 2 = 23
Point-blank damage #2: 1d6 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Male Human (Varisian) Skald (spell warrior) 2 | HP 16/16 | AC 14:12:12 | Init +2 | Fort +4 Ref +2 Will +1; +4 vs. bardic performance, language-dependent, and sonic | Perception -2 Sense Motive 13

Parrying the gnoll's blows puts Maximilian off balance, and his riposte goes wide.

Rapier: 1d20 + 4 ⇒ (6) + 4 = 10 for: 1d6 + 2 ⇒ (1) + 2 = 3

Scarab Sages

Male Half-Elf Occultist 1 [ HP 9/9 | AC 16/FF14/T12 | Fort +4, Ref +3, Will +2 (immune to sleep, +2 vs. ench) | Init +4 | Perception +6 ]

Valenor swings his fauchard again, but his missed blow from before has thrown him off-balance; his attack is wide of its mark.

Standard action: Attack gnoll
Attack (MW Fauchard): 1d20 + 4 ⇒ (7) + 4 = 11
Damage (MW Fauchard): 2d8 + 4 ⇒ (8, 8) + 4 = 20

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

Cyjke moves closer and sends an acid splash at the gnoll.

acid slash w/-4 melee Range touch attack: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11
acid damage if hits: 1d3 ⇒ 1


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Henri lands another shot, and this time it does prove fatal for the gnoll, who collapses to the rocky ground.

Combat over!

DC 13 Survival:
There are footprints of a tiny humanoid wearing shoes leaving the nearby cave, perhaps a very young human or a halfling child.

Inside the cave, pictographs on the walls show an indistinct winged creature navigating through a sea of swirling patterns and black dots. A clumsily constructed altar sits at the center of the cave. Dozens of small niches are carved into the wall, most filled with an odd assortment of items; teeth, scraps of clothing, a jar of white liquid, a wooden staff, several pieces of parchment, a cloth pouch, a leather satchel, and several identical wooden dolls. The altar has some dried blood on it, that has been sloppily wiped away.

DC 15 Religion:

The altar is dedicated to madness.

DC 20 on the same check:

This is an altar of the Outer God Azathoth.

DC 15 Perception:
The blood is gnoll blood that has a faint green tint to it.

Grand Lodge

Male Human (Varisian) Skald (spell warrior) 2 | HP 16/16 | AC 14:12:12 | Init +2 | Fort +4 Ref +2 Will +1; +4 vs. bardic performance, language-dependent, and sonic | Perception -2 Sense Motive 13

"Hah! We certainly showed him," Maximilian says triumphantly, putting away his unbloodied rapier, "or her, I'm not quite sure how to tell with gnolls."

Survival: 1d20 - 2 ⇒ (19) - 2 = 17

As the party approaches the cave, Maximilian notices footprints of a tiny humanoid wearing shoes leaving the nearby cave, perhaps a very young human or a halfling child.

Knowledge (Religion): 1d20 + 2 ⇒ (17) + 2 = 19

"What a strange collection of odds and ends, almost as if the alter is dedicated to stigmatising mental illness madness itself."

Perception: 1d20 - 2 ⇒ (8) - 2 = 6

Scarab Sages

Male Half-Elf Occultist 1 [ HP 9/9 | AC 16/FF14/T12 | Fort +4, Ref +3, Will +2 (immune to sleep, +2 vs. ench) | Init +4 | Perception +6 ]

Survival: 1d20 - 1 ⇒ (8) - 1 = 7
Knowledge (Religion): 1d20 + 8 ⇒ (20) + 8 = 28

"Not madness, exactly. It is an altar to the Outer God Azathoth."

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


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The teeth are a mixture of human and gnoll teeth. The three dolls are all identical, but mundane. The wooden staff is masterwork quarterstaff covered in obscure symbols.

DC 15 Religion:

Unlike the altar, these symbols seem to refer to Nethys, god of magic. The staff is not magical, though.

There's also two scrolls among the pieces of parchment.

Read Magic:

A scroll of speak with plants and a scroll of mount

A leather pouch contains a magical oil and four magical bullets.

DC 14 Spellcraft:

That's an oil of silence and three +1 seeking bullets, along with a tracer bullet.

----

Moving on, the town of Mercy rests a mile south of the banks of the Ustradi River. A wooden palisade encircles a collection of its approximately one hundred wooden buildings. Hardy trees laden with red and yellow fruit dot the surrounding landscape. The road leads to a wide gate, which bears a prominent sign with orange-painted letters.

The sign attached to the gate reads, “Mercy does not allow dishonesty, rearms, or large weapons within town limits. Respect the curfew.”

A tall, sturdy man wearing a straw hat approaches the group before they cross the gate, and says with a deep voice: Welcome to Mercy. I’m Sheriff Molume, (See handout) and I keep the peace around here. As you can see from the sign, we don’t allow people to walk around with large weapons around here. Before I let you inside, I need to ask you to hand them over.

He allows you to keep light weapons and quarterstaffs. You may attempt a sleight of hand if you wand to conceal a weapon.

You are welcome to stay here, provided you follow our rules. We pray and attend temple twice daily, once at sunrise and once just a er sundown. We ask that you stay inside the guesthouse from 1 hour before sunset until 1 hour a er sunrise. That gives you 10 hours each day to wander around. When you hear the triple bell you can leave the guesthouse, and when the triple bells ring again, return to the guesthouse and draw the curtains. Curfew begins shortly.

Dark Archive

Human Sniper (Rogue)-3 | AC 17 T 13 FF 14 | HP 21/21 | F +1 R +6 W +1 | Init +5 | Perc +6

DC15 Perception: 1d20 + 6 ⇒ (4) + 6 = 10

At the town wall, Henri looks at the sign, then at his shortbow, and then at the sheriff. "Here is my Morningstar - not really large but I suppose you wish to hold on to it." As he make s big deal of handing over the mace, he attempts to conceal the shortbow...

Sleight of hand: 1d20 + 7 ⇒ (12) + 7 = 19

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

DC15 Perception: 1d20 + 6 ⇒ (8) + 6 = 14

K(Religion): 1d20 + 5 ⇒ (12) + 5 = 17

spellcraft: 1d20 + 8 ⇒ (19) + 8 = 27

Cyjke also fails to notice along with the others, but he does know enough to point out "The symbols on the quarterstaff refer to Nethys, god of magic."

looking at the scrolls he cast a spell like ability enabling he to read the scrolls, "The scrolls are speak with plants and mount."

Checking the items with detect magic he determs, "The quarterstaff is not magical, but the potion is oil of silence, three +1 seeking bullets, along with a tracer bullet."


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Hmm, the sheriff says, looking at Henri and the bow he's trying to hide, not a good start. I've got my eye on you. The sheriff then points at the hidden bow, and says I think I'm better at hiding that.

You may ask the sheriff any question that you may have...

Sovereign Court

Kitsune, HP17/17 - AC 17, T 13, FF 15/ F +1, R +6, W +3/ CMD 14, CMB +1/ Per +4(LL), Init +5, Move 30ft
DM Kludde wrote:

He allows you to keep light weapons and quarterstaffs. You may attempt a sleight of hand if you wand to conceal a weapon.

Second scenario in a row? Getting old :p The writers are all on to a new 'challenge'

"What? Are you mad? You would leave me walking vulnerable and unprotected without my bow or rapier? Why these are dangerous times and this is a dangerous place! Just on the journey here we were viciously attacked by a gnoll and his war beast! An outrage that you would expect guests to wander in here completely without defences in such a time and place. My bow, certainly, I would be more than happy to see it securely kept in custody at the Inn or the like where I can readily retrieve it when leaving town, but you ask too much. I wish an audience with your mayor or headman."


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Yes, weapons are going out of style

Look, we don't allows large weapons. If you need to defend yourself, a light blade will do. I'm the only person here allowed to carry weapons. Your equipment will be safe and sound in the carriage house. Nothing will be stolen - people are honest around here, and they answer to me.


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

I'd still advise you to ask questions to the sheriff, but if not:

Now that we have formalities out of the way, let me show you the guesthouse. he escorts them to the guesthouse, a large building at the edge of town that the people of Mercy leave open for visitors. The pathfinders are the only occupants.

Before the sheriff leaves, he points to a large box near the guesthouse’s front door with an orange flag in it. This is the message box. The townsfolk here always provide for their visitors, and they will deliver food to the box three times a day. Now get some rest, curfew will soon start.

Scarab Sages

Male Half-Elf Occultist 1 [ HP 9/9 | AC 16/FF14/T12 | Fort +4, Ref +3, Will +2 (immune to sleep, +2 vs. ench) | Init +4 | Perception +6 ]

Valenor hands over his fauchard, but retains his cestus. "Why must we draw the curtains after curfew? Can we not gaze upon the stars if it is our wont?"

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