
GM Pablo |

In Kaer Maga, the mysterious and dangerous cliffside City of Strangers in untamed Varisia, the Pathfinder Society will come face to face with a sect of the cult of Lissala who prey upon the city's most vulnerable denizens to increase their own power. To what end do they conduct the ancient Feast of Sigils ritual, and can the Pathfinders stop them before their evil plans come to fruition?

GM Pablo |

With your defeat of Milena Talich and Ilan Kosta, any remaining Feasters of the Heart disband, and the dominated humans who made up much of its membership return to their normal lives .
Your return to Magnimar is eventful and you deliver what information you gained to Sheila Heidmarch. After debriefing you and reviewing the documents Lady Sheila sends you to personally deliver them in Absolom with the papers you collected. You have a week of downtime in Absolom (after you file your reports to the Pathfinder archives) as you await the Decemvirate review of the Lissaian correspondence.
You find Cela and Fernleaf managing the upgrades and construction on your estate and find the accommodations much improved since you were last home. You managed to bring along several of the fine decorative items(rugs, vase, furniture, etc.) from the cult as well. You receive an invitation to the Blackross museum for their latest exhibition, “Behemoth of the Storval Deep” and are welcomed as the VIP guests for the Black Magga display.
After a week in Absolom, You receive a summons to the Grand Lodge which includes the warning “Be ready to travel” and meet with three prominent Venture-Captains;Chamberlain of the Grand Lodge, Ambrus Valsine, Master of Spells, Aram Zey and Master of Scrolls, Kreighton Shaine.
With little fanfare Ambrus Valsine starts “We are sending you back to Magnimar. From the correspondence between Ilan Kosta and the mysterious Vandiana, we have discovered that the cult of Lissala today is largely decentralized but that it s branches are in the process of unifying behind one ultimate goal: the resurrection of Runelord Krune, the last high priest of Lissala before Earthfall. With this information, the Pathfinder Society can begin finding out when and how Krune will be resurrected, and how to stop his return.”
Kreighton Shaine follows ”Thousands of years ago, a group of insanely powerful wizard kings ruled Thassilon, a vast world-spanning empire. Many of the great monuments in Varisia, including the Irespan here in Magnimar and the Storval Stairs, are relics of this forgotten age. The wizard kings wielded powerful rune magic and declared themselves rune lords. The Thassilonian empire was destroyed by Earthfall, an immense cataclysmic event, but the runelords were prepared and entombed themselves in hidden, well protected chambers and put themselves into deep, magical sleep. Until recently, we thought the secret of the of these chambers and methods of waking the runelords of Thassilon was forgotten. However, your recent findings revealed that a powerful group of Lissalan cultists knows where Runelord Krune, the Runelord of sloth is sleeping and are working to waken him from his long sleep. Awakening a powerful and ambitious wizard like Krune would have a massive impact on Golarion the Decemvirate would prefer to avoid."
Aram Zey continues rather curtly, ”That is all we know for now, but we will continue our research as this has become a priority for the Decemvirate. Now I expect you followed the simple directions and are prepared for travel.” He points to the center of the marble room.
Now, gather here with your gear, hold hands and I will teleport you to the Magnimar lodge where you will report to Sheila Heidmarch. She has a mission for you to follow up on the Lissala cult’s activities”
A few minutes later you are sitting in the familiar dining room in the Magnimar Lodge. Sheila Heidmarch is with Kyra the Qadiran Cleric of Sarenrae and another woman. After plesantries and a short review of what you learned in Absolom her brief is short and to the point. "You now know what we are up against. An awakened Rune Lord would be catastrophic for Golorian. I am counting on you to help me stop that from happening.”
Sheila nods to the armored woman next to her. "Ollysta has been actively pursuing the activities of the cult. She just got a lead about a powerful branch of Lissaian cultists operating in Kaer Maga. We need you to track down the cultists and find out what they are planning and disrupt their operation in Kaer Maga."

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Scribe (Fly, Animate Dead, Greater False Life, Telekinesis (from scroll)) 715 gp
9th level freebies (Overland Flight, Telekinesis)
Borrow Book and Scribe (Slow, Solid Fog, Summon Accuser, Mirror Transport, Teleport, Wall of Stone, Summon Monster V, Acidic Spray) 2355 gp
Ironing out my level. Unless you dislike the Leadership feat, I'll be taking Leadership, and I will be keeping an eye on my new cohort Cetonius, the daft but brave Aasimar Oracle. He was the guy who converted me to the cause of Good, so I owe him one. Or maybe he owes me one. Whatever. He has a radiant personality and brilliant insight, but has trouble with large words and large objects.
New sheet:
https://dl.dropboxusercontent.com/u/3598280/Sekkim%2009.por

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Sekkim:
Little trinkets like that which emulate a spellcaster aren't very effective. You can't put the full weight of your intellect behind it and thus it won't work against many targets. I bet a platinum piece you can't get into Kyra's head with it in three tries.
Now, we could give it to our butler. It will tell him if the cook is stealing the silver.
What's the save DC? 12?
Sekkim:
I'd like to have a potion of invisibility, as I'm lousy at illusion magic. I don't see much else I'm interested in. Everyone's got a cloak? Cetonius? Oh, you've got one already. See, Cetonius knows the value of a good cloak.
Cetonius, what are you doing wandering around Magnimar anyway? I thought you were going to stay with those boatmen to whom I introduced you. All things considered you really shouldn't be out wandering by yourself.
Cetonius:
They were not good people. They stole things from people.
Sekkim:
Are you questioning the morality of the fine gentlemen who took you in free of charge?
Cetonius:
Yes.

GM Pablo |

Linked the character sheets, Treasure and Experience
Everyone got 3323 gp
The Difficulty Class for a saving throw against a Medallion of Thoughts is 10 + the spell level (2) + the Minimum Intelligence modifier to cast the spell 14 =+2. - The DC = 14
Staves are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DCs.
Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent (making its level otherwise difficult to determine quickly).
Let me know if you want to keep or Sell (1200gp each if you sell)
Added Invis potion to Sekkimm
Is Cetonius a companion that will be joining you on adventures?
"Why are the cultists in Kaer Maga? We don't know why they chose Kaer Maga. Perhaps they're taking advantage of the lack of authority and chaos."
"Several weeks ago a friend of the Society in Kaer Maga sent me a letter asking for help with a criminal element in the City of Strangers. She realized that they were tampering with foul magic, and that we were her best chance to find help. You'll meet her at or near the Blushing Rose brothel. Ask for Miss Feathers. We're not sure how embroiled in this she is, so make sure she's doing in the city."
Any other questions?
Make your Knowledge checks please
Knowledge Religion, History and Geography if you have trained in those skills.

GM Pablo |

"Several weeks ago a friend of the Society in Kaer Maga sent me a letter asking for help with a criminal element in the City of Strangers. She realized that they were tampering with foul magic, and that we were her best chance to find help. You'll meet her at or near the Blushing Rose brothel. Ask for Miss Feathers. We're not sure how embroiled in this she is, so make sure she's doing well in the city. She can be a valuable contact."

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Ah, Sekkim, were we all able to read thoughts we'd quickly get bored! However, I can't read thoughts. Neither can Rolande nor Anaba, I think? Given that, I believe the medallion would be quite valuable for acquiring information in say, an inn or tavern. And you know how I like taverns! It could save a lot of time!
Is the 3323 figure inclusive of the medallion? It would be a great item for anyone! I'm good either way. Just sayin'.

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Ok keep the medallion for now. Who wears it? It takes a neck slot.
Any questions or Sally Forth!?
-Posted with Wayfinder
How many of us already have a neck ornament? I'm alright with selling it since I'll be really light in the pockets after paying for my breastplate!

GM Pablo |

You find a great deal of information on Kaer Maga using your knowledge, assistance from Lady Heidmarch and the Library in the Magnimar Lodge.
Standing atop one of the highest spots of the Storval Rise, the cliff-top city of Kaer Maga is built inside the ruins of an ancient fortress: a six-sided ring of 80-foot-high seamless stone, stretching more than a half mile in diameter and topped with towers of every shape and design. Also known as the Asylum Stone, Kaer Maga has served as a refuge for exiles, misfits, and ne'er-do-wells fleeing persecution and prosecution for thousands of years, and is known throughout Golarion as a place where anyone can fit in, and where anything can be bought and sold.
The stone ring of Kaer Maga is incredibly ancient. It even predates the Empire of Thassilon; the ring was discovered by the original Runelord of Greed during his first survey of his new kingdom of Shalast. The city is divided into 11 districts. 8 of them are contained within the hollow stone ring, and are known collectively as the Ring districts. The other 3 are in the city’s open central area, and are known as the Core districts.
There is also a great network of underground tunnels and chambers known as the Undercity.
Though an anarchic "civilization", a loose consortium of groups, gangs, and families rule the people of Kaer Maga. The entire city is a melting pot of citizens from all cultures, such as the Ardoc family of Bis; the Brothers of the Seal, who are ready to kill each other over whether or not they should open the great portal they guard somewhere deep in the caverns beneath; the gently whistling Sweettalkers of Tian, with their lips sewn shut to keep them from uttering the true name of their god; the Augurs, troll seers who predict the future by casting divinations with their own intestines; and the bloatmages, with the leeches that keep them alive attached to their bulging bodies.
Kaer Maga is one of the main halfling settlements in the Inner Sea Region; halflings are the second most populous race in the city. Kaer Maga is one of the places escaped halfling slaves find welcoming. Halflings often join the Freemen of the Bottoms or live in the Halfway Houses in the Warren.
The city also has a sizeable population of mindless undead, sometimes referred to as the Twice-Born.
Worship in Kaer Maga is as diverse as the population. Any sect or cult willing to accept the city’s “live and let live” philosophy is tolerated here.
Most of Kaer Maga's trade is in the exotic, or items which are illegal elsewhere, since basic items are produced more efficiently and cheaply in one of Varisia’s other cities. The city does not attract passing trade, as it is not on a trade route to anywhere else, but is a destination in its own right.
One of the city’s main imports is grain from the lowlands around Korvosa. Goods travel by ship to Palin's Cove, then head north by caravan to the Yondabakari River. It then travels by barge to Kaer Maga. The alternative route, is to travel by ship to Magnimar and then by barge along the river for the rest of the journey. This route is much longer, but removes the need for an overland stage.
When the river reaches the Storval Rise, merchants can either blaze their own trail up the dangerous river gorge, or pay the Duskwardens in order to use the more efficient Halflight Path.
Caravans arriving from the north, for instance from Riddleport have the option of reaching the Storval Plateau via the Storval Stairs, but that route then requires many days of travel through the hostile Cinderlands.
On Lissala:
She is the corrupt goddess of runes and knowledge, and her holy symbol is the Sihedron.
Lissala's high priest was Krune, the Runelord of Sloth. In spite of the fact that she has vanished and her high priest is sleeping, a cult survives dedicated to returning her influence to Golarion.
During holidays in Thassilonian times, the followers of Lissala practiced a ritual called the Feast of Sigils, which emphasized indulgence and excess.
The ancient Lissalan Feast of Sigils was a ritual of power in which participants would sacrifice a small part of themselves and in return gain great power.
I think everyone has a Neck slot (Amulet of Natural Armor or a Sihedron Medalion).

GM Pablo |

Venture Captain Ollysta Zadrian speaks up before you are ready to leave "One more thing on Lissala...During the rule of the runelords, there were huge temples to Lissala and worship was common. She is the goddess of runes and knowledge, but is twisted and corrupt. The Lissalan cultists believe the return of Krune will bring back some shadow of the Thassilonian empire and that worship of the mostly forgotten goddess will return."
You find no more useful information and finish your meal with the two Venture Captains.
That evening you return to your quarters and pack for the trip. Lady Sheila Heidmarch wishes you good luck and reminds you to send in updates. In the morning you head off to The City of Strangers, Kaer Maga.
Your journey is uneventful and you reach the city gates on a crispy winter afternoon. You make your way into the bustling city and find lodgings in the Hospice district, one of the core districts of Kaer Maga. As the Hospice district name suggests, it is home to the majority of the city's hospitality businesses (e.g., taverns, inns, and brothels). As evening approaches you find yourselves standing on a busy street in front of the Blushing Rose, the best-known brothel in the city. Your contact Miss Feathers should be inside.

GM Pablo |

Sekkimm shifts his form then makes his way up the steps and in the Blushing Rose. Inside it is dimly lit and the large bar is lightly occupied at this early hour. Incense drifts toward the ceiling giving the room a sweet smell. Ladies in revealing attire glance over, but return to their conversations with each other seeming indifferent to a new visitor as a bartender wipes glasses. Sekkimm stands watching the scene for a minute when Buchart enters and makes his way to the bar.
While Buchart engages the bartender a thick older well dressed woman comes out from some beaded curtains. She glances at the ladies who immediately stop their conversation and a couple of them make their way toward Buchart. She looks at Sekkimm still standing near the entrance. "Welcome to the Blushing Rose. I am Madam Rose. Are you looking for something or someone particular?"

GM Pablo |

Kyra is also with Rolande and Anaba.
Buchart is busy being flirted with by two women at the bar.
Regardless whether Sekkimm makes a reservation for later. You take a look in the tavern across the street. Though she stands a full head taller with muscles that ripple beneath her white sequin dress, Miss Feathers looks right at home sitting with half a dozen more traditional working ladies. Miss Feathers' deep, booming voice and hearty laugh fills the otherwise quiet tavern, and she'd be easy to find even if it weren't for the signature boa of feathers draped around her neck. Despite the name, she is a hulking, muscular man (see Miss Feathers link above).

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I'll get one of the players to sit next to me on a bench, so it doesn't seem weird that I'm whispering. When she gets up from lunch, cast whisper on her and ask her to divert to the privvy or something so we can whisper a bit.
"I'm from the pathfinder society. This is a spell that lets us whisper to each other. How do you want to proceed? Do we need to arrange a meeting or can you tell us what we need to know like this?"

GM Pablo |

"Well this is very interesting darling, your very mysterious. hmmm the disgusting privvy isn't my cup of tea. Let's meet in the back room in a few minutes. Wait till the other girls leave. I don't want unessessary questions.
She finishes her lunch, picks up her glass of scotch and excuses herself from the table and saschaies to toilet, then slips into a back room. The other ladies soon finish and leave, walking accross the street to return to work.
"Oh, finally. Look, let's get through with this quickly. This girl's got drinking to do. I appreciate what you do, blah blah blah, but I don't need to be seen with you. I only told Ollysta a little bit, but here's the score. Some of the girls at the Blushing Rose went missing, and Madam Rose was none too happy. She figured I'm a girl who can take care of herself, so she sent me around to look into where they got off to or to see whether maybe another cathouse snagged 'em. This guy Gelwin-a customer-had seen some of them. I ask him and he says they'd been feeling down and he sent them to this lethe house he'd done some forged contracts for. I go looking around and they rope me into this weird ritual. I ain't felt right since, and I knew it was some magic business that your sort should look into. Those girls still haven't showed up. Gelwin's gone, too, though I can't say I want him to start coming back around. I seen some other Pathfinders - at least that's what they said they was - that put this in my mind. Didn't seem like the real helpful type, so I sent my letter instead."
She hands Sekkimm a slip of paper with an address in the Hospice district.
She stands there tapping her foot and sipping from her glass.
"Well honey are we done?"

GM Pablo |

Miss Feathers raises her now almost empty glass smiles, winks and nods."I'm here everyday for lunch darling just stop by and do be discrete. I wouldn't want to get a bad reputation. You can always get some time at the Rose as well and we can talk more than just business."
With that she pats Sekkimm on the shoulder gently and walks out and sets the glass on the bar, exits the tavern and into the Blushing Rose.

GM Pablo |

without any other leads you group up and head over to the address Miss Feathers provided.
In a block filled with several boarded-up houses and businesses, this graying wooden structure appears to have once been a tavern many years ago. The sign in front has been pulled down and the front windows are boarded-up, but unlike the other houses on the block, the door is open a few patrons can been seen entering and leaving the place.
Lethe House Map added