
Dungeon Master S |

“One of our number has fallen.” Venture-Captain Adril Hestram lets the grave words hang in the air before continuing. It’s difficult to imagine a large man like Adril defeated, but in light of this grim news his shoulders slump; he is a man who suffered a loss. “Targos Min-Katheer, esteemed venture-captain, is dead. His last wishes are simple: he wants his mortal remains to take one last trip along the Silken Way to his home city of Katheer, there to rest with his ancestors. He was one of our finest and we aim to honor his request. It is for this reason I’ve called you all together.” Adril points one sausage-thick finger at the map on the table, tracing a line from Absalom to the mouth of the Pashman River, then snaking up the river to the oasis city of Lopul. “Here is where you can gather up his remains and join the silken caravan, one of the only caravans daring the harsh journey across the desert from Lopul to Katheer. This mission is simple, joyride really, but we insist you give it the attention it deserves. A few weeks in the sun, seeing the sights of the desert. A dream assignment.”
Adril has a way of making every assignment sound like a sweet deal, but the last few weeks traveling by boat up the Pashman River and then hiking the short distance to the oasis city have been grueling to the extreme. A poisonous river snake claimed one of your guides; you remember his last gasps well, and how his face bloated to twice its usual size within seconds of the bite.
Before you now lies Lopul, the great caravan city, erected around the crystal life-giving waters of the Pool of Sihbon, the largest oasis for over one hundred miles. Mud brick houses baking in the sun and great canvas tents crowd the central copse of palm and date trees.
Lopul is a caravan-city ruled by the Sheikh Samraf Al-Hadari, humble servant to the padishah emperor of Kelesh. The settlement’s population fluctuates wildly with the comings and goings of trade caravans, but usually has at least a thousand locals and travelers in residence at any one time. Most of the city is comprised of tents and temporary dwellings erected by merchants and caravan masters, with only about a quarter of the city’s structures being permanently built around the Pool of Sihbon itself. Among these permanent structures are a half-dozen caravanserai, the fortress of the sheikh, and twoscore domed dwellings constructed of mud brick. One such dwelling is the former residence of Targos Min-Katheer. All that remains is to collect his body and join the silken caravan.
Locating the domicile of such an esteemed Pathfinder is easy.
A small mud-brick, domed dwelling lies at the end of a humble, sandy street here in the heart of the caravan city. The scent of the nearby oasis still reaches you, and a hive of bees, attracted by the nearby water, hangs from a date palm next to the house. The wails of mourners and cries of women and children reach your ears, and you can see a small crowd gathered outside the house’s single door, its members crying and tearing their garments. Whether professionally hired mourners or sorrow-filled residents outpouring legitimate grief for the loss of a local hero is unclear, but the emotion seems genuine enough.

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HUNWALD STORMHEART, better know as Hun, is a lithe specimen with raven hair, olive skin, and a warming smile that could melt a glacier. His eyes seem to possess the ability to see directly into the hearts of most men, but especially women. With rugged good looks and a persistently flattering personality, this rascal prefers grifting his targets instead of eliminating them. But if the latter becomes necessary he is quite inclined to do that as well. Sporting well oiled crimson studded leather armor and a belt of five perfectly balanced throwing knives, Hun prefers the art of fencing with his masterwork rapier, exhibiting the perfect mechanical dance of martial swordplay.
"Well I am in too good of a mood for all of this sadness... Don't these people believe in wakes! I sure could use a cold, stiff drink right about now!"

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Good to adventure with you again!
August Dupine sees the mourners, and decides to non-chalantly join them to listen to anything they may be talking about, see if anything is worth reporting back or just to get a sense of who the man was.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25

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"August, Hunwald, will you kindly break a path through this crowd? We have business to attend to. Drinks come later."
These warm environs haven't put this somewhat frosty elven wizard in the most pleasant of moods. More at home with magical research than people, the reminder of death to one of a race that doesn't experience it with any frequency seems to disturb her, though she tries to hide it. Humans are such emotional, fragile things.

Dungeon Master S |

August Dupine listens in on the conversations, which are unfortunately in a language he doesn't speak. Lingsuistics: 1d20 + 6 ⇒ (16) + 6 = 22. The only tidbits he gets are things like; tragedy, unfair, why?.
Dupine and Hun oblige, with Piper and Wilhelm in tow. Knocking at the front door brings an answer in the form of a man in sackcloth with ashes poured over his freshly shaved head. His face is sickly pale under the coating of ashes, and part of one ear if missing. His hands are wrapped in dirty bandages.
This man is a leper, however, Targos was known for his generosity to the poor and afflicted, so his appearance here is not that surprising.
He allows you to enter without a word after respectfully moving out of your way to avoid any accidental contact. The front room of the house holds more leper mourners, and a curtained doorway blocks access to the house’s lone bedroom. Shortly after you enter, a man wearing priestly robes and a black jackal death mask emerges from behind the curtain.
You notice ashen patches on his hands and a couple missing fingers, indicating that this man also suffers from what the others inside are suffering from.
His voice muffled by the mask, the man introduces himself as Ben-Garri and explains that the honored venture-captain’s body is receiving its funeral preparations and that the PCs will need to return at nightfall to claim it.
This man wears the trappings of a priest of the B@$~~ Goddess Lamashtu

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Heal: 1d20 + 2 ⇒ (1) + 2 = 3
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Knowledge(religion): 1d20 + 6 ⇒ (12) + 6 = 18
August looks around the room, and then back at Ben-Garri. "Were you his priest, then? I have heard that Targos Min-Katheer was a kind man, but I am afraid I did not know he was a religious man."
"May I ask, how did he die?"

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Thiera follows her companions inside.
INT (take 10): 10 + 4 = 14
Perception: 1d20 + 2 ⇒ (6) + 2 = 8 (It's a wonder she can find her own backside.)
"You seem to be a priest. Tell me of this religion. I am unfamiliar with the region and its practices."

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Wilhelm sighs, remembering regretfully Adril's 'too-good-to-be-true' mission briefing.
When will I learn that *every* mission they send us poor sods on is bound to end up being horrific?
The heat didn't bother him too much, but the ever-present sand played havoc with his equipment, getting into the most inconvenient of places, and threatening to damage his supply of bowstrings and fletching.
Reaching the oasis, at last, was a welcome relief.
Now all we have to do is pick up the body, and escort it to its final destination. I wonder exactly how much pain and suffering we have in store for us on this 'simple' mission?
Heal: 1d20 + 2 ⇒ (4) + 2 = 6.
Perception: 1d20 + 12 ⇒ (3) + 12 = 15.
When he gets a good look at the mourners, he raises an eyebrow, but doesn't make a scene, simply whispering to the others.
"Be careful what you touch - all of these poor unfortunates, including the priest, are lepers..."
He then smiles at the lead priest.
"No trouble at all - I think we would all be happy to stay and observe the funerary rites; it would only be fitting, after all, since we will be escorting his body on its final journey..."

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Dupine whispers in Thiera's ear, "Careful, miss. This guy is a priest of the demon goddess Lamashtu, and that probably means we have stumbled into an evil cult here."

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Int: 1d20 + 4 ⇒ (5) + 4 = 9
Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Religion: 1d20 + 8 ⇒ (16) + 8 = 24
"The Society attracts the strangest characters..."
Picking up warm-weather gear between the briefing and now. Aren't we missing someone still?
EDIT: Gah, warm-weather clothing isn't Core?! Anyone have a wand of Endure Elements?

Dungeon Master S |

The man's face is inscrutable behind the mask, but he tilts his head to one side. "Actually that won't be necessary, we'll take it from here. It was his will after all."

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1d20 + 2 ⇒ (15) + 2 = 17
-Posted with Wayfinder

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The man doesn't answer the question, but does step back. "it's best if you go."
The other three mourners stand up...
-Posted with Wayfinder

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Thiera calmly pulls a scroll from her case. (sleep)
Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23
"It surprises me that you would imply violence during a time of shared mourning, and by doing so, dishonor the dead."
"We do not impose without cause, but if you should attempt to insist by force, it will not go well with you, for my companions are able combatants."
"Now, kindly do us the respect of answering our inquiry. The honored dead is Venture Captain Targos Min-Katheer, yes?"
Intimidation isn't my strong suit, so maybe someone else can rattle their sabre?
Intimidate(aid another): 1d20 + 1 ⇒ (19) + 1 = 20

Dungeon Master S |

It's clear that this is going to devolve. If we're going to add a 6th, it's now or never. I'll give Piper a bit of time to let me know. I wouldn't sweat TOO much. Season 0 and all (it assumes 4 PCs). Piper chime in when you know one way or the other.

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Knowledge(religion): 1d20 - 1 ⇒ (1) - 1 = 0
Leonel Terrich stands behind the well-spoken wizard, smiling genuinely at everyone they meet. Other people seem to be coming to some conclusions about their surroundings, but Leonel only sees a run of the mill funeral. He nods when the others speak, attempting to come across as generally supportive. Suddenly he becomes aware that there's some kind of miscommunication and everyone is looking a bit standoffish. The smile doesn't leave his face, but the warmth drains away to leave only the roguish grin of a trained fighter about to ply his trade.

Dungeon Master S |

As people start to try to move slowly to keep the situation calm, everyone reaches the same conclusion at roughly the same time... someone has to draw.
Baddies: 1d20 + 3 ⇒ (12) + 3 = 15
Thiera: 1d20 + 2 ⇒ (7) + 2 = 9
Wilhelm: 1d20 + 6 ⇒ (13) + 6 = 19
Dupine: 1d20 + 2 ⇒ (6) + 2 = 8
Piper: 1d20 + 8 ⇒ (9) + 8 = 17
Hunwald: 1d20 + 7 ⇒ (6) + 7 = 13
Leonel: 1d20 + 4 ⇒ (4) + 4 = 8

Dungeon Master S |

Initiative Repost:
Wilhelm: GO!
Piper: GO!
BADDIES: TBD
Hun: TBD
Thiera: TBD
Leonel: TBD
Dupine: TBD

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Piper peeks around Hun and fires a shadowy ray at one of the mooks.
Blinding Ray: 1d20 + 4 ⇒ (5) + 4 = 9 vs. flat-footed touch
On the off chance he dumped Dex, he's blind for a round if he's level 2 or less. Otherwize he's dazzled for a round (-1 to attacks, Perception). Yay.

Dungeon Master S |

The leper, despite his disease, is still nimble enough to dodge.
Wilhelm!

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Stealth dot: 1d20 - 4 ⇒ (3) - 4 = -1
"Serry I'm late. Shert legs dontcha know." Says a beaming, earthy dwarf in scale mail. "What's all dis now, eh? Oh!"
Was all set to bring my CORE rogue as my other CORE character is otherwise still occupied with her last encounter, so I hope you don't mind the last minute pinch hitter.

Dungeon Master S |

Bullwhip: 1d20 + 1 ⇒ (15) + 1 = 16
Update:
Initiative Repost:
Wilhelm: GO!
Piper: Miss with ray
Bullwhip: Go!
BADDIES: TBD
Hun: TBD
Thiera: TBD
Leonel: TBD
Dupine: TBD

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Heal: 1d20 + 1 ⇒ (12) + 1 = 13
Perception: 1d20 + 1 ⇒ (10) + 1 = 11
"Oh, so it's like that is it?" Bullwhip strikes the first threatening opponent that gets close.
Waraxe: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20 Non-lethal damage (Don wanna hert the per unfortunate bastards... much.): 1d10 + 3 ⇒ (4) + 3 = 7
Oh hey there's a map, He moves and smacks yellow. Keeping his shield up to protect from any gore.

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"Hmm, well I was hoping to get out and regroup, but we can do it this way too..."

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The rogue sees the direction this encounter is heading and quietly breaks the sinch of his rapier to its scabbard. As arrows, spells and axes fly, he effortlessly readies his weapon and strikes at green, plunging the blade deep into his neck.
Mstrwk Rapier atk vs green: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Crit Conf: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Damage ?: 2d6 + 6 ⇒ (6, 3) + 6 = 15
If only it was a sneak attack! But that may be overkill...

Dungeon Master S |

GRRRRR Thread Eater!
Wilhem calmly lands an arrow into the stomach of the Lamashtite, causing something of a cross between exultation and agony to escape his mask-covered lips. Meanwhile, Bullwhip cracks the yellow robed "mourner" upside the head with so much force that the man is knocked out long before he hits the floor.
The leader turns his reaction into the garbled words of a prayer to the b!~*@ goddess. A dark brown nimbus surrounds him for just a second. (Will Save DC 13 to target the priest.)
The remaining two, undeterred by the dwarf with an axe approach with fists. For what is he to the power of Lamashtu?! It's not the fists to fear, however, each hand is covered in pustules that promise a far greater hurt.
Smack: 1d20 + 1 ⇒ (19) + 1 = 20 DMG: 1d3 + 1 ⇒ (2) + 1 = 3 and FORST Save
BAM: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22 DMG: 1d3 + 1 ⇒ (1) + 1 = 2 and FORST Save
Their celebration does not last long however. Hun's rapier erupts through the green clothed attacker's chest!
Update:
Initiative Repost:
Wilhelm: Arrow
Piper: Miss with ray
Bullwhip: Smack
BADDIES: Cast and attack.
Hun: Stab
Thiera: Go!
Leonel: Go!
Dupine: Go!
Leader:
Yellow: KOed
Blue:

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Leonel considers saying something witty, but instead he just keeps smiling stupidly, a small chuckle escaping him as he draws his sword and moves in to attack.
The pains of having 0 BAB

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Thiera lets a force bolt loose at the priest.
Will to target: 1d20 + 2 ⇒ (14) + 2 = 16 +2 more if it's an enchantment spell
Force Dmg: 1d4 + 1 ⇒ (4) + 1 = 5
(1 of 7)
Can I also spellcraft to try and identify the spell the priest cast?
Spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13

Dungeon Master S |

Thiera can't identify the spell, but her will is enough to overcome it for good. Her bolt slams into the surprised priest leaving him injured, but not down.
Dupine to finish the round!
Update:
Initiative Repost:
Wilhelm: Arrow
Piper: Miss with ray
Bullwhip: Smack
BADDIES: Cast and attack.
Hun: Stab
Thiera: Force Bolt
Leonel: Laments his lack of training.
Dupine: Go!
Leader: 11
Yellow: KOed
Blue:

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Dupine steps in, closer to blue, and throws a couple of punches at him.
Attack 1: 1d20 + 2 ⇒ (4) + 2 = 6
Damage 1: 1d6 + 3 ⇒ (1) + 3 = 4
Attack 2: 1d20 + 2 ⇒ (12) + 2 = 14
Damage 2: 1d6 + 3 ⇒ (4) + 3 = 7

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Dupine's first punch is merely bait. When the man over to block, he never sees the second strike aimed right behind the ear. He drops like a sack of potatoes.
Wilhelm start off round 2!
-Posted with Wayfinder

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Piper launches a glob of acid at the cleric.
Will save vs. Sanctuary: 1d20 + 3 ⇒ (5) + 3 = 8
Acid Splash: 1d20 + 4 ⇒ (12) + 4 = 16 vs. touch
Damage: 1d3 ⇒ 2
But can't bring herself to go through with it!

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The calmly fired arrow drops the priest!
out of combat.
There are three dead and one unconscious Lamashtites. The mourners outside seem to have scattered.
-Posted with Wayfinder

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While others loot the fallen combatants (Thiera will check the priest, if no one else does), she looks for the body we were to claim.
"Where are the remains of Captain Targos? And what plan did we have to transport him?"

Dungeon Master S |

Before anyone checks bodies, I need some Fort saves. The bodies are riddled with disease, and you're not sure you can search through without touching...
Thiera moves into the bedroom to find the remains of the erstwhile VC. It appears that the cultists were robbing the place as what's left of his belongings are laid out in organized fashion on the floor. Thankfully he's undisturbed; wrapped in gauze and under the effects of a spell to keep him "fresh." (DC 16 to ID.)
...The plan offered up (strongly) by the Venture Captain was to get on with one of the more heavily armed caravans. Finding one should be rather simple information to gather.

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Fort Save: 1d20 + 2 ⇒ (9) + 2 = 11 Since I punched one, I assume I touched him.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Dupine looks around, trying to piece together what was happening here. "Likely we arrived just in time."

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"Well... I've never had leprosy before..."
Fort: 1d20 + 2 ⇒ (4) + 2 = 6
Spellcraft: 1d20 + 9 ⇒ (14) + 9 = 23
Kn(local) to find caravan: 1d20 + 8 ⇒ (4) + 8 = 12

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Thiera looks for a stick, pole, or other suitable instrument (breaking off a chair leg?) to aid in searching the priest's body without touching it.
"Perhaps someone with thick gauntlets would like to check these bodies?