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Would bardic performance be considered cheating?
Barcher finally springs into action, first firing on the blue enemie with his blunted arrows he picked up from the armory.
Atk in combat, point blank shot: 1d20 + 4 + 1 - 4 ⇒ (8) + 4 + 1 - 4 = 91d8 + 1 ⇒ (4) + 1 = 5
realizing how hard it is to hit an enemy whose surrounded by friends, he tries a different tactic, moving to try to attack the black enemy.
Atk in combat, point blank shot: 1d20 + 4 + 1 - 4 ⇒ (7) + 4 + 1 - 4 = 81d8 + 1 ⇒ (6) + 1 = 7

GM chadius |

Barcher tries to take aim, but it's no good.
It's not magic, so Bardic Performance isn't cheating!
The Red and Blue clad recruits quickly flank Durgan.
Red Scimitar vs Durgan: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Nonlethal Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Durgan feels a scimitar hit his back, and most of you notice a trace of black powder across it.
If that hit, make a DC 13 Fort Save against poison.
Blue Scimitar vs Durgan: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Nonlethal Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Dell raises his black scimitar against Darven.
Black Scimitar vs Darven: 1d20 + 4 ⇒ (9) + 4 = 13
Nonlethal Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Captain Othis grunts. "Really? Only one of you managed to hit?"

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[dice=Fortitude save vs. poison]1d20+5+2[/dice]
Durgan feels a bit woozy for a second but quickly snaps out of it.
His eyes narrow, and he continues to pummel his flanked opponent.
I'm assuming that Barcher will start bardic performance. If I drop blue I'll five foot step to flank red.
[dice=Flurry of Blows 1 (flank, inspire courage)]1d20+3+2+1[/dice]
[dice=nonlethal bludgeoning damage (inspire courage)]1d6+3+1[/dice]
[dice=Flurry of Blows 2 (flank, inspire courage)]1d20+3+2+1[/dice]
[dice=nonlethal bludgeoning damage (inspire courage)]1d6+3+1[/dice]

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"Wraith, get to the other side" Darven yells has he moves to stand right in front of the recruit. He waits for Wraith to get into position.
readied, when wraith gets into flanking position: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
NL damage: 1d8 + 7 ⇒ (5) + 7 = 12

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"Awe Darven your in my way," he says as he takes a step to get a better angle.I really need to practice shooting at things when they are fighting.
Barcher opts to start singing a song to inspire his complanions.
Inspire Courage is up, don't forget those +1's to atk and dmg!!

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Ironshanks looks a bit perturbed that he didn't break the scimitar outright. How the hell... gah.
He lashes out instead aiming for the man's gut with the warhammer.
Warhammer, Power Attack, Inspire: 1d20 + 6 - 1 + 1 ⇒ (10) + 6 - 1 + 1 = 161d8 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13

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Wraith slides in behind their opponent. She tries to aim her punch at a nerve cluster at the base the oread's skull.
Unarmed {non-lethal}/PA/IC/Flank/Sneak Attack Damage/STUNNING FIST: 1d20 + 4 + 1 + 2 ⇒ (8) + 4 + 1 + 2 = 151d6 + 3 + 1d6 ⇒ (4) + 3 + (6) = 13
DC 11 Fort save or stunned for one round.

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Thordir steps away from his enemy and thrusts the ranseur forcefully at the red recruit.
Ranseur, power attack, inspire courage: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 Damage, PA, IC: 2d4 + 3 + 1 ⇒ (4, 3) + 3 + 1 = 11

GM chadius |

Thordir thrusts at the Red recruit, hitting him square in the chest.
Barcher inspires everyone's courage.
Fort Save, DC 11: 1d20 + 3 ⇒ (13) + 3 = 16
As Wraith hits Dell, he quickly recovers and ducks under Darven's blow.
Ironshanks curses the non-Dwarven craftsmanship and clobbers the Blue recruit unconscious. No longer flanked, Durgan takes the opportunity to finish off the Red recruit.
"Dell! At least take one of them down! Don't forget your pride as an Ungrounded member!"
Even is Wraith: 1d2 ⇒ 1
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Nonlethal Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Crit Threat: 1d20 + 4 ⇒ (16) + 4 = 20
Nonlethal Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Dell seems to shudder as the Captain screams at him. Maybe it's fear or pride, but he brings his weapon down on Darven, leaving a nasty bruise and a splotch of black powder on his armor, near the wound.
Darven I need a Fort Save versus Poison, DC 13. If you fail, read the spoiler below.

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Durgan (8 Nonlethal Damage, Fort Save DC 13 vs poison)
BTW, I made my save.
Durgan dashes forward, throwing himself into a somersault to avoid Dell's 'blade'.
[dice=Acrobatics (full speed) to avoid Dell's AoO]1d20+5-10[/dice]

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With the two enemies on his side of the arena down, Thordir rushes across to the other side and thrusts his weapon at Dell.
Ranseur, power attack, inspire courage: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 Damage, PA, IC: 2d4 + 3 + 1 ⇒ (4, 2) + 3 + 1 = 10

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ROUND 3:
Barcher will continue singing, and take a shot at the last enemy standing.
PBS atk vs AC in combat: 1d20 + 4 + 1 - 4 ⇒ (19) + 4 + 1 - 4 = 201d8 + 1 ⇒ (1) + 1 = 2
hey that might hit
ROUND 4:
Barching continues to sing, and fire on the enemy after the last hit boosted his confidence.
PBS atk vs AC in combat: 1d20 + 4 + 1 - 4 ⇒ (9) + 4 + 1 - 4 = 101d8 + 1 ⇒ (4) + 1 = 5

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Wraith steps up to Dell, with a quick punch to the face and kick to the solar plexus.
Only a 5' step, so I should be able to make a full round attack.
Non lethal Flurry/PA/IC/Flank/Sneak: 1d20 + 3 + 1 + 2 ⇒ (9) + 3 + 1 + 2 = 151d6 + 3 + 1 + 1d6 ⇒ (6) + 3 + 1 + (5) = 15
Non lethal Flurry/PA/IC/Flank/Sneak: 1d20 + 3 + 1 + 2 ⇒ (19) + 3 + 1 + 2 = 251d6 + 3 + 1 + 1d6 ⇒ (1) + 3 + 1 + (1) = 6
If he drops after the first hit, I will not strike him again. I don't want to accidentally kill him.

GM chadius |

Darven's Fort: 1d20 + 7 ⇒ (17) + 7 = 24
Darven stands tall.
Wraith and Barcher combine their might to finally take down Dell.
Combat Over. Darven has 13 Nonlethal Damage and Durgan has 8.
”Well, isn’t that great.” Captain Othis mumbles. ”You’ve managed to successfully clobber some recruits, barely out of their mothers’ wombs. Congratulations.” She claps sarcastically.
You earned a success!
Combat Medics start rushing onto the scene and begin healing you as necessary.
Dell Darkblade recovers and walks up to you. ”Please, take this as a token of goodwill. You fought well.”
He hands you two potions of Cure Light Wounds.
"Stop congratulating the enemy for beating you down." Captain Othis barks. "Now collect those weapons and prepare for a week of back-breaking labor." Dell complies and begins picking up the blackened scimitars, some less black than others.
Despite the medics healing your wounds, a black stain remains on Durgan and Darven's armor...
What will you do next?

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Durgan looks down at the black stain on his clothes.
He walks over and picks up one of the weapons from the battlefield, shrugging off the medics as they try to stop him.
He gingerly picks up the weapon and runs his finger along its 'blade'.
[dice=Fortitude save (hardy)]1d20+5+2[/dice]
His finger comes away with a black residue, like that on his clothes. Durgan rubs it between his fingers under his nose as he sniffs the substance.
[dice=untrained Craft (alchemy)]1d20[/dice]
His eyes widen in recognition. He waves over his compatriots and extends the weapon and his smudged fingers.
"Does this stuff look familiar to you?"

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Once the Captain leaves, Darven approaches Dell and helps him pick up some of the weaponry. "That was a good strike you delivered there." He says pointing at the mark and black stain. "But, what is this stuff?

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Ironshanks chuckles as Othis grumbles "Feels good bestin' the drill Captain eh?" He tosses the imitation weapons back on the rack and wipes the dust off "Ya, what's goin' on here kid?"

GM chadius |

Durgan notices the black residue on his fingers tingle a bit. He thinks a bit and remembers one crafty Rogue talking about Dusk Agate Extract.
The rest of the party takes the opportunity to question Dell. With the captain gone, Dell seems slightly more willing to talk. Either you should entreat him to open up, or scare him into telling the truth.
Roll a DC 12 Diplomacy or DC 20 Intimidate check.

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Durgan waits for somebody with more people skills, like Barcher, to get the story out of Dell, then nods encouragement.
[dice=aid another Diplomacy]1d20-1[/dice]

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"Come now Dell, tell us what's going on. We know the Captain seems to have it in for us. We don't blame you. You're just a good soldier who is following orders."
Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21 +1 if Dell can be attracted to me.

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Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Thordir goes along with Durgan and looks at the black-stained weapons. "Hmm...dusk agate extract? Seems somebody wanted this 'training exercise' to be a bit more serious than a simple sparring match." He looks over and sees Wraith speaking to Dell about the situation. He keeps out of it for now, but watches the soldier carefully to be sure he tells the truth.
Sense Motive: 1d20 + 2 ⇒ (8) + 2 = 10

GM chadius |

”Alright, alright.” Dell looks nervous. ”The Captain ordered us to coat poison on our weapons before fighting you. I refused at first, but then she took one of my squadmates into the office and beat him. I- I’ve said too much.”
You’ll have to make another Diplomacy or Intimidate check to convince him to write a confession.

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"Why does that not suprise me? she seems to have a special hatred for pathfinders." he says at Dells confession."I'm sure you realize what a crime this is? would you be willing to put what you've said in writing?" he asks,"Please?"
diplomacy: 1d20 + 6 ⇒ (7) + 6 = 13

GM chadius |

"Alright, alright..." Dell scribbles down what he knows. It may come in handy later...
The next day, Dell Duskblade interrupts your breakfast. ”The captain wants to see you. New assignment.”
Captain Othis leans back in her chair. ”Normally the Peerless Empire gives us most of our duties, but sometimes we run security detail for businesses and guilds.” She holds up a flyer. ”The Glitterfang Halls, an upscale establishment owned and operated by the adult crystal dragon Cestranell, hired us to provide extra security for tonight’s grand opening. I want you to keep a lookout for Inysha, a notorious cheater and master of disguise. You will report to the casino at 1700 hours, two hours before it opens. Understood?”
Captain Othis hands you a tablet with a crude drawing and description of Inysha.
Any questions before you leave? Did anyone want to sneak into her office the night before?

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Durgan looks around fruitlessly for a moment, then holds out the weapon with poison residue.
"Anybody got a sack?"
He looks at Dell.
"Do what the pointy-ears says, Dell. It's best for everybody."
[dice=aid another Diplomacy]1d20-1[/dice]

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Durgan strokes his beard.
"Inysha? Isn't that some kind of dog-demon?
He takes the sketch and studies it.
"So, how do we get to the Glitterfang Halls? Who should be talk to when we get there? I assume they're expecting us?"

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”Are we authorized to do any more than keep an eye out for this Inysha person? Capture? Kill? What’s our assignment?” Thordir understands now that the Captain is not one who will be impressed by courtesy, so he speaks directly and with an edge of impatience to mirror her own attitude.

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Does the group recognize the poison as the same one we found in her office?
Ironshanks claps Dell on the shoulder "Ya did the right thing kid. Standin' upta bullies ain't easy." He heads off to do chores with the others, chatting about what they should do next once Dell is away.
"Poisonin' weapons? Serious business. She's ain't smart since two of us are Dwarves! Maybe its time to get in and get that note she had eh? The poison vile be good too." He looks at Wraith specifically.
New Mission Briefing
"Guard duty eh? Sounds easy. You can count on us." He also takes a look at the sketch. Master of disguise... so she won't look like this I'm sure.

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Durgan definitely informed the party about the poison in downtime.

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"Din I tell you dat the Captain had it out for us."
"I think only a few of us should go back for the note" Darven suggest as he tries to sleep off the little bit of injuries that he has had.
*******************
The following morning, Darven checks where he was struck, glad to see that there is no lasting damage.
"Yes ma'am." is all Darven has to say to the Captain.

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"We wouldn't even need to break in..." Barcher says to anyone who is interested in using the key to check out the captains office.

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The previous evening, Thordir nods along with the plan to enter the captain's office again. "Yes. I would be very interested to see what the captain has in mind to sabotage us in our next mission."

GM chadius |

After the Training exercise, you are a bit more cautious. What other plans does the Captain have for you? You decide to sneak into the Captain's office, using the key Barcher requested.
Inside the cramped space, you see the familiar walnut desk, a hard-backed chair and a bookshelf. On the Captain’s desk you find several calligraphy pens, a pot of invisible ink and a gray fur cloak on the wall.
You find a hidden compartment in the stone wall. Behind it, you find a single dark vial. Durgan confirms its contents match the poison that was applied on Dell's weapons.
What will you do with the vial? If you are searching, please specify what you are searching in the office and make a Perception check. Note that you searched the desk before to find a note from one Slagcrusher before.

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Having checked the desk before, Wraith spends her time checking the bookshelf.
Stealth: 1d20 + 7 ⇒ (10) + 7 = 17 (If needed).
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
What do you guys want to do with the Slagcrusher note? I'm good with what the team decides.

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Yeah, that note is pretty interesting. Am I reading too much into it or does it sound like Othis is double-crossing her own people? The letter says something about "stupid mercs will never see it coming". Sounds like an ambush to me. Unless she's talking about a different mercenary company. Any thoughts? Maybe we use the intel to get leverage on Othis somehow?

GM chadius |

One of the books, Tactical Engagement, feels lighter than it should be. The book is hollowed out, and as Wraith opens the book she finds a bronze badge bearing the image of a snake. She also finds this letter, inside:
As always, the Pathfinders are sticking their meddlesome noses into our business. I received word that the damned Society’s interest in the Plane of Earth is more than just idle talk among the Decemvirate. Somehow one of their venture-captains forged an alliance on this plane and conned a shaitan into transporting some grunt agents to the Opaline Vault. Hilariously, these agents intend to join the Ungrounded. The Pathfinders cannot be allowed to gain a foothold here. I’m sure you can handle it.
Cauchemar
The letter bears an etching of three stony hands grasping a roughly spherical faceted gemstone. Each of the hands has three fingers.

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once again Barcher will play lookout outside the office for the investigation.

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Ironshanks heads right over to the desk to retrieve the note Wraith berated him from trying to take earlier, hoping it is there. This is comin' with us this time. If he finds it he holds it up for the others to see, waving it before sliding it carefully into his cloak.

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"Why do I feel like I know that mark?" Thordir wonders quietly as Wraith pulls the badge and letter from the hollowed out book.
Knowledge (history): 1d20 + 10 ⇒ (18) + 10 = 28

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K Local vs Snake Sigil, +2 boon: 1d20 + 2 ⇒ (11) + 2 = 13 Ironshanks raises his eyebrows as he sees the sigil.
Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

GM chadius |

Ironshanks recognizes the badge as a very unfortunate one: Captain Othis is a member of the Aspis Consortium- a league of scoundrels who have clashed with the Pathfinder Society on multiple occasions. Agents earn the Bronze level badge as the first of many steps through the organization.
Wraith takes the badge, letter and the vial and you return to your bunks.
The next day, Captain Othis hands you the description of the thief and sends you on your way to the Casino.
---
All of the rooms on this map are described in clockwise order, starting from the top left room.
Elevator Room
The elevator raises from the city ground into a lavish casino and lounge. A glass door slides away as you reach the top.
Foyer
On the western wall, a 20-foot-high archway flanked by platinum and gold pillars leads from the elevator room into the casino’s foyer. This room serves as the entrance for visitors who can glide through dirt and stone. A desk constructed from the same mixture of precious metals stands in front of the southern wall.
An oread bedecked in fleshgems bids you hello and escorts you through the casino. ”Please, follow me and you’ll see the manager in no time!” She winks.
Lounge
Brilliantly colored formations of natural crystal grow from the floors, walls, and ceiling of this room. Teardrop-shaped lights hang from the ceiling 100 feet above, shimmering and reflecting from a majestic statue of a crystal dragon emerging from a pool of melted gemstones. Jewel-encrusted metal chairs and sofas strewn with velvet cushions surround the pool at a safe distance, providing cozy seating for the casino’s patrons. ”This is the lounge. Some people don’t even get to the casino proper.”
Gaming Room
A pillar of amethyst crystals juts from floor to ceiling in this expansive room flanked by bars carved from the black-and-cream marble found throughout the casino. Enormous sheets of polished crystal cover the walls, dancing with refracted, moving images of creatures and scenery. Pleasant music played upon unfamiliar instruments fills the chamber. Rectangular slabs of marble rise from the floor to provide surfaces for gambling, each table supporting a small crystalline structure in its center. ”This is where we make most of our money, and most of our entertainment. You’re not paying to win, you’re paying to play!” The attendant winks.
Main Stage
Directly west of the Gaming Room is the Main Stage, ranging from 50 to 300 feet high. Stalactites and stalagmites attened and ground to a smooth surface serve as dining tables. A stone platform built into the southeastern wall acts as a stage. 150 feet up from the northern wall, a crystal dragon looks down below. ”That is Cestranell, the glorious owner of the casino. You won’t be talking to him. Ever. Unless you’re unlucky.”
Member’s Lounge
”This room, attached to the Main Stage, is the Member’s Lounge. Normally you need a token inlaid with a picture of a crystal dragon to enter. Obviously, this room is for VIP members only. And staff, like yourselves can leave and enter freely. No drinking on the job though.”
Alright, let me take you to the office. It’s right next to the Gaming Room.”
Office
South of the Gaming Room, employees are talking to an Oread. Unlike the other rooms in the casino this room is rather unglamorous. ”Yes, yes, what’s going- ah, the security is here. Thank goodness. You can leave now.” The attendant bows and leaves you with the manager.
”Everyone here calls me Boss. So that’s my name as far as you’re concerned. I expect you got a tour, right? Good. Make sure Inysha doesn’t set foot in here. And if she does, make sure she doesn’t come back. Handle her anyway you want to.”
Any questions for the Boss? Where will you take watch? Please position yourselves on page 1 of the slides.

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"Good day, Boss," Thordir says, snapping to attention. "We're glad to serve your needs. Please, do you have any image of what this Inysha normally looks like? Or possibly a detailed description?"

GM chadius |

"Hey hey, good to see you guys are disciplined." The Boss chuckles as Thordir salutes. "Take it easy. As long as you do your job, you can take it easy."
"Inysha? Didn't your captain or whatever describe her? Anyway, she's a human, average height, slim build. She's a master of disguise though, so don't be surprised. She'll probably play some games and then go for the VIP room. If that happens she will rack up a huge bill and then... ugh. Here's what she looks like." The Boss hands you a different drawing and physical description. "Anyway, what do you think she looks like?"
You provide the drawing and description Captain Othis provided. The Boss laughs. ”That’s your general! You don’t know what General Faiza bint Hanif looks like? You must be new here.”

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"Yes, quite the hazing. Mind if I take both of those images back, Boss? I'm certain they will be good for a few laughs later."
Wraith stations herself in the entry corridor between the lounge and the gaming room. She would have to come through here to play.

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"I think the Captain was trying to trip us up" Says with a fake laugh while he fumes on the inside.
Looking over the layout of the casino, "Should we split up into groups and spread out over the casino. Wraith is at the door, maybe have another with her and then the rest circulate the floor."
Speaking with the boss, "What security systems do you already have in place here, besides us of course."