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"Yes, we'll need to assess the situation when we get there. Subtlety would be best, I suggest. If we go around asking about lost dwarves their captors may catch wind and be gone before we can ever locate them."
cantrips
Detect Magic
Read Magic
Disrupt Undead
Touch of Fatigue
1st level
Ray of Enfeeblement
Ray of Enfeeblement
Ray of Sickening
Cause Fear
bonded item (scythe) spell

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"Once again, it's less a question of our approach, more a question of what we know." Marika tries to point out. "What kind of inn are we talking about? Some dump or more like a palace with rooms for rent? Tiny or large? What about the town, any recent events we should be aware of? It's all relative, and all influences the approach."
Clearly I should have invested in knowledge skills.

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As they sail, Sigrun takes the opportunity to both clean up her weapons and armour as well as rifle through the bodies for anything of any value or use. Waste not, want not, after all. The interesting stuff she places to the side, leaving the corpses stacked up in a corner of the ship.
"What are we doing with these bodies?" she asks the group when they gather up next. "I vote just chuckin' 'em overboard. Don't want the boat to start stinking."
Seems like the conversation focused more on their actions at the inn for now, though.
Know (Geography): 1d20 + 5 ⇒ (11) + 5 = 16
Know (Local): 1d20 + 6 ⇒ (20) + 6 = 26
Do I know anything useful about the inn or this area?
"So long as the dwarves stay below-decks I don't think it'll be an issue, right?" she comments with a shrug. "We're just travelling pilgrims lookin' for a place to stay the night. So long as we're generous with shoutin' drinks I doubt anyone's gonna care about us."

Dungeon Master S |

It appears that the conversation reveals some unspoken stress between your charges. The dwarf speaks up, "Ye should go back to the other plan. Pose as religious pilgrims seeking answers to spiritual questions that require privacy and freedom of movement." Passad, rather deprecatingly dismisses Metella’s suggestion, "That's a bunch of transparent nonsense! We discussed that already." The retort clearly offends Metella who steps into the quagmire. The Kalistocrat counters with "the Pathfinders should pose as merchants seeking a way station for a regular trade caravan, as such a cover would require unfettered access to the property in order to assess its amenities."
Once again, as before, the trio turns to the party to decide.

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"Pilgrims with escorts is the way to go" Fel opines.

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"..oh for the love of..." the...easily excited girl seems to be on the edge of sparking again. "Putting something like this together isn't that simple. Blending in involves things like knowing who else is there. Give them what they expect. Don't give them reasons to pry. That's first day classes." She takes a breath, visibly calming herself. "Look, I know this is tense, but just blindly sticking to one line isn't going to help. We need to think about this, especially since we've got time."
"Now, I'm going to ask again. What do we know? What can we safely find out? When we know the answers to those two questions, then we can start talking about what to do."

Dungeon Master S |

"The truth is, we don't know much. We know that the inn is small, I mentioned it has just about a half dozen rooms. We know that business in this area is slow, and pilgrims are common. We know that it's not exactly close to any settlement, and that's about all we know." Passad pipes up.
I'll give you guys a bit of time for the exchange before I advance.

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Khamul remains silent for a moment. "I still agree with our dwarven friends. Our plan was going fine until a certain merchant sneezed. Let's stick with what we've been doing."

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"...no, something's not right here." Marika frowns, obviously worried. "Why is there an inn here? We're on a major waterway, and there's no good reason to stop. There's major settlements both up and down river within Razmir, no landmarks, the typical pilgrims are going to want the safety of a full settlement. There's no good reason to build an inn in this spot, it's just. . . there. Why?"

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Kageko listens to the debate, considering everyone's words, then nods. "The most likely explanation would be that this is a convenient spot to land and travel to something further inland -- or to return from there and wait for the next boat to come along..."
She looks thoughtful for a moment more. "... But even then, one would expect more tham a mere inn; at the very least, a warehouse of some description would be called for, to offload goods as well as passengers... Is there such?

Dungeon Master S |

Sorry Sigrun, I meant to acknowledge that you don't know anything beyond what has already been spoken.
At the second mention of the sneeze, Passad turns red and pauses before speaking. "The inn hasn't always been in a less than traveled area. Once upon a time there was a bustling trade route here. I think it's likely on it's last legs. That, or it's front... I have no knowledge as to whether or not there's a warehouse."
Religious pilgrims it is then?

Dungeon Master S |

Before kicking the bodies into the bay, Sigrun recovers 3 potions. They're all a pale blue, with the word "Curative" on the side label. Other than that there is only mundane equipment and some coin of various countries.
Anyone here read any other Season 5 scenarios? I'm wondering if coinage is the same mechanic as it is elsewhere, as opposed to the old methods.

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Haven't heard of such a thing since Golarion's 3.5 days - there's some weird coins out Absalom way and I think that there's something funny about Cheliaxian-minted coin (aside from the summoning circle on the tails face) but I don't recall anything else.

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I've GMed all the season 5 stuff to date. I've never heard anything about a change in money. If you mean gold rewards at the end they changed it to a "if they don't complete X, remove X gp" instead of "if they complete X, reward them X gp" to make it easier to calculate gold at the end. Unless an encounter or something major has been skipped you can assume maximum gp at the end of the scenario.
Khamul will take out a scroll from his bag and spend some time reviewing it with read magic before chatting with Amauhak again.

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Kageko frowns, clearly unhappy with the utter lack of useful information. "I suppose that means we'll have to play it by ear. Not my preferred choice in methods, but it appears we've little choice..."

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"Pilgrims it has to be then. We'll just have to hope they're not going to see a specific holy site." Marika agrees. "Nothing fancy with the guard bit this time, just try to grab some kind of long robes to hide the weapons if we can."

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"Who wants a cure potion? Anyone?" Sigrun asks, then suddenly realises the conversation was rather serious. She clears her throat, "I guess I'll leave most of my entourage on the ship, then. But I ain't going into the hornet's nest without my shield and axe."
Is Amauhak - or sand dwarves in general - a merchant as well?

Dungeon Master S |


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Marika winces, lowering one shoulder on her blouse to change the temporary dressing on her wound. "If that's what we've got I'll definitely take it." She goes quiet and looks thoughtful for a moment. "Do we have a long cloak or something? It's probably too obvious, maybe, but put your shield under a cloak along with your weapon and do the hunchback bit? Khamul, you lean on your scythe like a peasant with a bum leg down to using his last farming implement as a walking stick? Guess my outfit's pretty good for a girl down on hard times...not sure about the others."

Dungeon Master S |

Metalla: dwarf - argued for taking chances skipping Xer. The pilgrims idea is hers, but she's annoyed that you didn't listen to her about Xer
Passad: human - argued for stopping in Xer. Arguing for the merchant approach.
Amauhak: dwarf - didn't give an opinion on Xer. ISn't giving one yet for this plan.
Metalla seems annoyed thus far, but the notion of going with the pilgrim approach is calming her down. She seems to calm after Marika starts searching about for disguises. Now Passad seems annoyed with everyone because his plans are being ignored. Finally Amauhak gives an idea. "After reconnoitering the inn, I suggest that you stay the night, make your move in the hours just before dawn."

Dungeon Master S |

The river narrows ahead, flowing around a central isle thick with trees and vegetation. The northern fork of the river runs beneath a canopy formed by the isle’s overhanging trees and riverside foliage while to the south, the river is open to the sky above. The captain looks at the Pathfinders, "Preference? they both lead to where we're going."

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Earlier, Khamul drinks one of the potions they recovered from the men on the docks.
1d8 + 1 ⇒ (3) + 1 = 4
At Amauhak's suggestion, Khamul speaks up. "This is a good plan. Let's not jump to any suspicious behavior until we've taken some time to familiarize ourselves with the place. It will also give me an opportunity to prepare some new spells tomorrow."
"South," Khamul commands, "keep the way clear, we want to see what's coming."
cantrips
Detect Magic
Read Magic
Disrupt Undead
Touch of Fatigue
1st level
Ray of Enfeeblement
Ray of Enfeeblement
Ray of Sickening
Cause Fear
bonded item (scythe) spell

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If I want to get a good thing goin' with either of 'em, I'd better try and make 'em happy...
Seeing the irritation on the faces of both Metalla and Passad, Sigrun tries to step up with a toothy grin. "C'mon, guys, no need to get frustrated. We're doin' our best. And hey - we've dealt with problems on the fly so far. Trust us a bit, eh?"
Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19
She otherwise has no qualms about going north or south.

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Kageko looks at the captain. "[/b]If you were on perfectly legitimate business transporting unarmed, peaceful pilgrims, which would you prefer?[/b]"
She nods at Khamul's suggestion "I daresay you're correct, sir."

Dungeon Master S |

Sigrun, you get the distinct impression that the animosity between the two is old and deep rooted. You're not going to be able to make both happy. you may be faced with choosing sides.
"South it is."

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"We're pilgrims on a perfectly legitimate pilgrimage through this, our faith's holy land." Kageko explains. "As such, we've neither need nor thought of concealment or evasion; if we were to encounter an inspection barge in the northern route, they would almost certainly think to ask why a bunch of innocent, law-abiding pilgrims such as us are acting as if we wish to avoid encountering them..."

Dungeon Master S |

"What that one said. Look lady, I just go where I'm told, I don't give input" ;-)

Dungeon Master S |

During the trip along the southern fork, everyone takes the opportunity to get some fresh air. The tension between your charges is ever present, but it's nice to relax for a while... Until a dragonlike creature with graceful wings and wide fins bursts from the water right off the starboard of the Abacus. In it's talons is a still thrashing viper. The beast drops the viper on deck.
Anyone who makes a Perception check DC 1d20 + 10 ⇒ (8) + 10 = 18 can take a standard action before initiative proper.

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Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Sigrun had her back turned when the dragon burst from the waters, and she's very shocked when something loud and wet thumps upon the deck! "What in the hell?!"

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Perception: 1d20 - 1 ⇒ (1) - 1 = 0
Knowledge (arcana): 1d20 + 7 ⇒ (15) + 7 = 22
Knowledge (nature): 1d20 + 7 ⇒ (19) + 7 = 26
cantrips
Detect Magic
Read Magic
Disrupt Undead
Touch of Fatigue
1st level
Ray of Enfeeblement
Ray of Enfeeblement
Ray of Sickening
Cause Fear
bonded item (scythe) spell

Dungeon Master S |

Perception:
Kageko: 1d20 + 4 ⇒ (5) + 4 = 9
Marika:1d20 + 5 ⇒ (17) + 5 = 22
Fel:1d20 + 2 ⇒ (16) + 2 = 18
Marika and Fel get a standard action.

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Marika shrinks back slightly, launching a smaller bolt at the viper from her hand.
"Lightning" Splash (Or Acid Splash with substitution) touch attack: 1d20 + 2 ⇒ (12) + 2 = 14
Damage (+1 from Havoc): 1d3 + 1 ⇒ (1) + 1 = 2

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Fel starts chanting and hunkers behind cover if possible.
Ooc- +1 attack & damage to all allies

Dungeon Master S |

Marika's quick reflexes show themselves as she nails the snake. It's injured, but now it's agitated.
Baddies: 1d20 + 6 ⇒ (18) + 6 = 24
Fel: 1d20 + 0 ⇒ (5) + 0 = 5
Khamul: 1d20 + 1 ⇒ (13) + 1 = 14
Marika: 1d20 + 2 ⇒ (5) + 2 = 7
Kageko: 1d20 + 3 ⇒ (13) + 3 = 16
Chusynd: 1d20 + 4 ⇒ (7) + 4 = 11
Sigrun: 1d20 + 2 ⇒ (2) + 2 = 4
Drake: 0
Viper: 2

Dungeon Master S |

Initiative Repost:
The snake slithers towards Marika, taking the stairs easily. The drake proves Khamul's warning true as it spits acid directly towards Sigrun's back. The attack burns with acid causing 2d6 ⇒ (5, 2) = 7 Sigrun, include a REF save DC 12 for half.
Baddies: Done
Kageko: Current
Khamul: 1d20 + 1 ⇒ (13) + 1 = 14
Chusynd: 1d20 + 4 ⇒ (7) + 4 = 11
Marika: 1d20 + 2 ⇒ (5) + 2 = 7
Fel: 1d20 + 0 ⇒ (5) + 0 = 5
Sigrun: 1d20 + 2 ⇒ (2) + 2 = 4
Round 1 Begin

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Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
Noticing something green splashing her way out of the corner of her eye, Sigrun manages to duck out of the way, avoiding the worst of the attack (although some of the splash does sear down her back). With a growl, she grabs her axe and steps forward to attack the damned dragon! Drake! Whatever!
Attack: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
... Unfortunately she slips in a pool of acid mid-turn and almost falls face-first into the drake rather than hitting it. Oops.
Move - draw weapon; free - 5-foot step; standard - miss terribly.

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Khamul moves up to assist Sigrun.
Mwk Scythe: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 2d4 + 3 ⇒ (4, 3) + 3 = 10
Can't move token from phone right now; just moving up next to the drake.

Dungeon Master S |

The drake is clearly a young specimen, so Khamul's swing of the large weapon gets through the scaly hide fortunately. The blow is vicious, a wound-slurry sloshes upon the deck of the Abacus. The drake screeches in pain. It's primitive mind only just know registering the likelihood of death. It looks as if it's about to fly off and lick its wounds. The snake, however, is bereft of a means of escape, and seems ready to fight to the death.
Chusynd is up.
Drake: 20
Viper: 2

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Move (draw mace on move) and attack.
1d20 + 3 ⇒ (1) + 3 = 4
1d6 + 2 ⇒ (4) + 2 = 6
But the sun glinting off the drake's scales gets in Chusynd's eyes, and he instead flails about without finding purchase.
Mo shúile!
My eyes!

Dungeon Master S |

Baddies: Done
Kageko: Current
Khamul: Vicious strike on the drake
Chusynd: blinded by the light dodo deedee
Marika: TBD
Fel: TBD
Sigrun: can't get a solid stance

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Marika pulls back with still more electricity between her hands. One might wonder where she's getting it all!
5' step, repeat.
Touch Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d3 + 1 ⇒ (2) + 1 = 3

Dungeon Master S |

Marika's Force Lightning again shocks the snake. The creature is quickly being cooked, but it's got just a bit of fight left in it.

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Kageko steps out in front of Marika, placing herself partly between her friend and the oncoming snake and drawing her blade.
"You chose your prey poorly, Serpent," she calls out in challenge as she strikes...
Attack: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23 ... CRIT THREAT
Confirm crit: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21 ... Confirmed
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Crit dmg: 1d8 + 2 ⇒ (1) + 2 = 3
... And slices it neatly in half.
I'm assuming 10 more damage is enough to kill it.

Dungeon Master S |

1 more damage was enough to kill it.
Fel to take us through round 1.