
GM Dien |

Yvette's magic missile topples the closest undead. Kara looses a blunted arrow at one in the next room, while Artoria executes a righteous charge!
As Artoria closes with the undead, the sensation of sound disappears for her as well...
Again: the grain squares are difficult terrain. There is no charging through them, unless you make a DC 10 STR check for each grain-filled square that you pass through. By my count that's three for Artoria.
Str 1: 1d20 + 2 ⇒ (18) + 2 = 20
Str 2: 1d20 + 2 ⇒ (17) + 2 = 19
Str 3: 1d20 + 2 ⇒ (19) + 2 = 21
...which she made, and used up all my good rolls. Tsk!
...her blade crashes silently into the nearest undead, tearing a chunk of flesh from it, but the creatures make no response to her threat. Instead they close on her with the inexorability of the grave...
Green, sickle vs Artoria: 1d20 + 2 ⇒ (2) + 2 = 4 (I misspoke earlier, they're sickles not scythes)
Green, claw vs Artoria: 1d20 - 4 ⇒ (5) - 4 = 1
Blue, sickle vs Artoria: 1d20 + 2 ⇒ (14) + 2 = 16
Blue, claw vs Artoria: 1d20 - 4 ⇒ (11) - 4 = 7
The one in the rear does not step forward. Instead, it draws its tattered cloak around itself, and the mist thickens in the room beyond, roiling out over the grain and around the fighting figures.
The room with Artoria and the three undead is shrouded in mist that will inflict a 20% miss chance on any attack unless you are adjacent to the target. The red curves indicate the rough points where that mist ends.
Kara perception: 1d20 + 12 ⇒ (7) + 12 = 19
In the eerie silence of the fight, where all sounds of impact and blade-on-blade are swallowed by the chill mist, another of the figures strides out suddenly from around the corner of the western chamber, and closes with Kara!
Vs your flatfooted AC, Kara: 1d20 + 2 ⇒ (6) + 2 = 8 *snort*
Even though the creature had been extraordinarily stealthy, and totally silent, Kara's guard being dropped is not enough for the sickle blade to land. The undead looks unfazed that it missed, and prepares to swing again.
Round 2
>>...Artoria
>>...Rogar
>>...Yvette
>>...Idgethun
>>...Kara
...Bad guys
>>...Jal (round 1 action)
Party's up!
Green - 5 damage
Blue - 11 damage

![]() |

Round 1
The new skeleton complicated things, and Jal quickly considered, cutting looks between Artoria and Kamasuma. Fighting on two fronts was a losing hand, though, and Hero could take care of herself ... at least he was betting she could.
Decision made, Jal turns his focus on the undead harassing Kama. "I'm coming, Feathers," he grunts as he plows through the grain, his morningstar slipping free from its hook on his belt. "Let's see how much punishment these things can take."
Then he slams the morningstar down.
Move to the square just above Kama (I think he has enough movement not to need the Strength check), drawing his Morningstar. Then 2-handed power attack the skelly.
cold iron morningstar: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
damage: 1d8 + 4 + 6 ⇒ (8) + 4 + 6 = 18

![]() |

still cant move my token until tonight
Rogar takes a position on the edge of the mist. He will take a shot at a skeleton.
comp shortbow,blunt, pb: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
black if Jal didnt drop it
Next closest undead
miss chance, high you die- looking for 21-100: 1d100 ⇒ 53

![]() |

Str: 1d20 + 4 ⇒ (11) + 4 = 15
Odd takes the long way around and muscles her way through the grain piles to get behind the far group of undead. Just one check is enough to get me there with a double move.

![]() |

Moved you, Jal. Rogar, not sure how you're moving so didn't want to mess it up.
Also, Kara has Uncanny Dodge, and isn't in a position to be down Dex, so it wouldn't be against flat-footed unless something special is in play. Part of the reason he didn't move was because that flank wasn't secured and he anticipated something from that direction. Apologies if that wasn't clear in my previous posts!
Now for the rules question time...
You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Could retrieving the blade he dropped count as 'movement', even though he wouldn't be leaving the square? If not, then I have an alternate plan, but I need to know that first.

![]() |

@GM OH! I misunderstood. I'm sorry D:
@Kara You are not using the movement action to retrieve your weapon, so no, it would not count. I'm fairly certain Dien (and any decent GM I've ever had) would rule the same
Artoria nods to Odd as she sees her move into a flank, then continues her assault on the skeletal creature.
Attack with MW CI Longsword (power attack w/furious focus, flank): 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Damage (2hpower attack): 1d8 + 3 + 6 ⇒ (7) + 3 + 6 = 16

GM Dien |

Sorry, I usually try and update quicker, but I was at my local PFS today.
Jal darts over and with his morningstar delivers a very solid blow that sends the cloaked undead shattered into bits of bone and dessicated flesh.
Rogar's arrow streaks forward leaving the mist in cold tatters in its wake, and directly impacts another, already struck earlier-- that one crumples noiselessly into the grain.
While Yvette draws a scroll and begins to cast from it (I'm assuming you did not have that scroll already in hand? Move action to draw it), Artoria's blade sweeps off the head of another abomination.
(I redirected your attack at Green since Blue was down already due to Rogar's arrow, Artoria. Similarly, Odd, if you wanted to adjust your move slightly, since Rogar posted his shot that would have killed blue before you acted, I'll give you a freebie move adjustment using the current map, if you want it.)
Kara: yeah, that's not actually moving out of a threatened square to pick up a weapon, nor is it the sort of 'movement within' that Mobility is meant to reflect, so it wouldn't apply. However, battlewise, the situation has changed so that you're no longer threatened.
Yellow is the only remaining undead; Kara has his action left, and Odd can adjust her move if she likes.

GM Dien |

Ah, sorry, don't know why I assumed a scroll. I think because I ran scenario earlier today that had a lot of scrolls of SM3, heh. Never mind me then.

![]() |

That did dramatically change things.
The tengu makes a non-committal sound as he reaches down and picks up the long blade, flicking any dirt off of it and giving it a quick wipe before sheathing it, then stows his bow, since a breather appears to have opened up in the fighting.
Almost casually, then, he gives the room to the west a glance.
Move Action: 5' step after picking up curve blade
Standard Action: Stowing bow.
Perception (If Take 10 allowed): 10 + 12 = 22
Perception (If Take 10 Not allowed): 1d20 + 12 ⇒ (2) + 12 = 14
"Thank you for the assist, Jal."

GM Dien |

Still in a combat, so no take 10s unless you have a class ability that lets you do such a thing.
Kara sees nothing more moving, off in the shadowy mists of the western room.
The last undead turns ponderously towards Odd, striking with sickle and claw.
Sickle vs Odd: 1d20 + 2 ⇒ (11) + 2 = 13
Claw vs Odd: 1d20 - 4 ⇒ (15) - 4 = 11
Neither attack comes close to striking.
Party's up! FIINIIISH HIIIM

![]() |

The relentless dwarven archer continues to calmly breathe, and move with grace, rare for the stout folk... lines up another shot.
shortbow, pb, blunt: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
damage, pb: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

![]() |

Odd moves for the kill (re-kill?). Str: 1d20 + 4 ⇒ (7) + 4 = 11
Dagger: 1d20 + 7 - 2 + 2 ⇒ (17) + 7 - 2 + 2 = 24
Damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Dagger: 1d20 + 7 - 2 + 2 ⇒ (5) + 7 - 2 + 2 = 12
Damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

![]() |

Strength Check: 1d20 + 2 ⇒ (9) + 2 = 11
Artoria looks to Odd and nods in thanks for the flank, stepping forward with perfect footwork to take a swing down along the nape of the undead's neck to the opposing side of its waist.
Attack with MW CI Longsword (power attack w/furious focus, flank): 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Damage (2h power attack): 1d8 + 3 + 6 ⇒ (4) + 3 + 6 = 13

GM Dien |

With the last undead dispatched by Artoria and Odd, the eerie silence in the granary, and the cloying mist, begin to dissipate. You stand on guard for a few more tense seconds, waiting to see if anything else emerges from the shadows.... but the seconds tick by and nothing appears.
(Yvette's summoned creature blips into life, only to look around with a bemused blink.)
A thorough search of the granary reveals that there are no further cloaked forms lurking in the building. The undead forms lie, still and twisted; Yargos suggests (from the doorway) that they be dragged out before their dead flesh contaminates the grain.
In the process, you find that each of the former Taldane operatives had two rusted vials of a liquid substance at their belts, a substance that does not detect as magical.
Yargos sighs in relief as the last corpse is pulled from the building. "Well done! If only we'd gotten here a bit quicker-- these poor guards," he sighs. "We'll tell of their bravery to the city council in the morning, I'm sure-- but right now, there's no time to waste-- we need Torch to tell us where Nessian is, and end this threat before more of Absalom's finest die under those sickles!"
If there's anything further you wish to do at the granary, feel free. Assuming you then agree to pursue Yargos's lead with Torch:
Yargos leads you back into the heart of the Puddles. The rain is easing, but thick sea-fog is rolling in to take its place. The damp chill penetrates even warm cloaks and wool tunics, and the sound of your hurrying feet is swallowed by the mist.
The old man comes to a stop before a large, somewhat ramshackle inn. he knocks twice on the door, then once, then twice more, and after a few moments the door creaks open, and a big half-orc woman squints suspiciously out at your group. Yargos offers a feeble grin. "Ah, these fine folk are here to see Master Torch...?"
The half-orc glowers, then jerks her head in a gesture that probably passes as 'come in.' Inside it is warm and dry, at least; the half-orc moves down a long brick-lined corridor lit with regularly placed wall torches behind glass bulbs.
"Torch will probably have a number of guards with him," Yargos confides as you hurry along. "And even more you don't see. I wouldn't suggest threatening him-- we're here on a peaceful request, and I'm sure Torch doesn't want the city destroyed by undead any more than we do!"
The half-orc opens a door at the end of the room and you're immediately assaulted by a wave of warm, steaming air. The room beyond appears to be a bathhouse. You can see a man reclining in the central sunken pool, as a young Osiriani servant pours water over him.
The half-orc bids you approach, marching right next to you. As you get closer, you can see that the man in the sunken bath is badly burned-- what little of his person visible above the water is mottled with puckered scar tissue which even looks painful. Still, when you approach, he offers a seemingly easy smile, and a gracious wave of one hand.
"Be welcome, my friends-- please, there are benches, make yourselves comfortable. I assume you're not here to partake of these remarkably therapeutic waters? Best bathhouse in town, I've always said. No, no, I can see you're impatient. Forgive me. I am Torch; who are you, and waht can I do for you, coming calling so late on a Wealday?"

![]() |

Karasuma will find a bench next to an actual wall that looks reasonably solid and sit down casually, though it is a bit awkward for a tengu to do that kind of thing. Practice makes perfect, though, after many long hours in the courts and on other jobs and favors.
"I'm actually very patient, and the offer of the house is very appreciated -- might have to take that up sometime when... Some of my companions, on the other hand, are a bit more driven and urgent and want to get things rolling. We're looking for a man who has men playing at being hounds working for him..."
Leaving it open for others to hop in here, not rolling Diplomacy/Bluff yet...

![]() |

"We bid you greetings. We are seeking a man named Nessian. He took an item that was not his and we seek to ask for it back. As the ancestors used to say - when seeking a man who wishes not to be found... ask the man who would know regardless." diplo: 1d20 + 11 ⇒ (19) + 11 = 30

![]() |

Back at the granary
”Thank you for the assist, Jal.”
Jal gives Karasuma a lopsided grin, ”No problem, Feathers. It’s what we do, right, cara?”
Back to the present
Jal is quiet through the miserable, soaking walk to the tavern, and is similarly quiet as the group is lead back to Torch’s room. The Varisian mercenary looks remarkably at home in the run-down dive. He gives Gill a ’now why would we do that?’ look at the man’s warning against violence, but otherwise says nothing.
He pauses at the entrance to the bathhouse, raising his eyes in genuine appreciation as the humid heat dispels much of his chill. He eyes the room, the half-orcs, especially the scarred man in the water (Torch is now Jal’s Studied Target), then nods and takes the offered seat.
What would Jal know of Torch?
Know (Local): 1d20 + 5 ⇒ (3) + 5 = 8
Jal raises his eyebrows at Kara, ”You’re not in a hurry? And here I’d think anyone in Absolom with half a desire to remain on his side of the grave would have a touch of urgency just now.” He gives Torch a nod, ”I’m Jal.”
He otherwise settles in to hear Torch's response to his teammates.

![]() |

Earlier
Knowledge (nature): 1d20 + 5 ⇒ (16) + 5 = 21
Artoria (assuming nobody tries to stop her) takes the flasks to a paved or rocky part of the ground (essentially, someplace with no vegetation), sets them down, and stomps on them one-by-one.
"Weapons for cravens."
After an adventure in which half of her party had stat damage from poison and/or disease, she is very disdainful of such things, even more so than usual for a paladin
------------------------------
Artoria sweats through the heat underneath her breastplate and dress, but she makes not even the slightest move to wipe her brow or even acknowledge the heat, as though even a small steamy room was somehow a kind of test of her mettle. Her owl has no such compunctions, and breathes heavily, silently cursing his lack of sweat glands. He finally leaps off her shoulder into the air and takes up a perch in the rafters of the previous room.
Artoria folds her arms, leaving her sword in its sheath as a sign of peace. She momentarily raises an eyebrow at the information broker's lack of dress, but she notes his burns and continues on with her typical unflappable stoicism, apparently considering his informality sufficiently justified.
"I am Artoria Pendragon. You have my word as a knight and by what honor remains in my kingship and the Pendragon name that I shall do my utmost to ensure that we treat with you fairly and without subterfuge. I expect no less from you."
Diplomacy Assist: 1d20 + 12 ⇒ (14) + 12 = 26

![]() |

The Artoria Memorial Prequel for Ninja'ing Post-Edit Edit
Karasuma will intervene on the damaging of the poisons.
"Poison is nasty business, but we need to take these back to the Grand Lodge in case we miss anything on our mission and they need to prepare antidotes for these particular toxins. And no, I'm not going to sell them on the side, I'm not an idiot. For even possessing them there's a potential lengthy prison sentence, which is why I'm willing to take that risk until they can be properly disposed of. Sound fair?"
And now, Back To the Future With Torch and Friends...
Karasuma gives Torch a pained glance as some of his feathers droop from Jal's comment.
"You rush through things, folks think you're anxious, they use that as leverage to raise the price of their services on you. Look TOO desperate, and they won't even DEAL with you, because whatever you're looking for is either that far-fetched or that dangerous. So taking five minutes to talk a thing out versus ranting out-of-breath about how the undead are coming and mean works, right, cara?"
Diplomancy Assist: 1d20 + 5 ⇒ (8) + 5 = 13

![]() |

Odd removes her hood and lets down her golden hair, which shines in the torchlight. "Trying to save a few lives in the process," she adds. "It's a long story."
Diplomacy (Aid): 1d20 + 7 ⇒ (19) + 7 = 26 yup

![]() |

Earlier
"Such arguments would make complete sense...in my past life. In this world, any one of us can buy a panacea on a streetcorner for one-tenth of a junior Pathfinder's standard fee--" She presents an antitoxin as evidence, though it once again takes her several moments as she realizes it's been moved. "--not to mention that this city alone likely has hundreds of clerics capable of removing any and all poison for what would be a pittance to any of us."
She grumbles under her breath as she stows her antitoxin.
"In the spirit of cooperation, and since the matter is apparently important to you, I will hold onto them until we return to the Grand Lodge and see that they are properly disposed of, whether they are dashed against a rock or stored-away for the Silver Crusade healers or whatnot."

![]() |

Earlier
"Any one of *us*. Emphasis on *us*. We are Pathfinders. We are funded, supported, and encouraged to take the risks by our charter and our code, along with preparation for such risks. But the average person on a street corner, even with say hundreds of clerics to remove such things may NOT be able to afford such a service. We cannot take it on faith that altruism will win out against bottom line. In addition, these particular toxins may have altered over time, and given their carriers, may have become resistant to traditional means of removal."
The tengu nods quietly.
"That's all I'm asking, that we make sure that it's not a matter where we need them for something. Heck, if it turns out there's no need to retain them, I'll *join* you in smashing them, in the spirit of cooperation."

GM Dien |

Sorry-- both for the delay, and the fact that you guys are knocking those Diplo rolls out of the park, and unfortunately the scenario doesn't reward those in the way they should be, alas.
Yvette: Torch is rumored to be a shadowy information broker, the sort who can get his hands on any juicy piece of intelligence... for a certain cost. They say he has dirt even on Absalom's Primarch, and most of the council. Rumors abound as to how Torch got those burns-- some say a dragon, others say he raided a tomb in the desert long ago and was horribly cursed by an evil mummy to always burn with the heat of the desert sands.
Torch listens politely to the earnest, well-spoken dwarf, the knight, the Pharasmin priestess, the tengu... He nods a little, sitting forward in the bath with his head lowered in order to facilitate cool water dumped along his spine.
"Well," he says mildly, "you're all extraordinarily convincing. The Pathfinder Society has hired quite the excellent ambassadors, it would seem. I'm afraid I don't know the Pendragon name, or where exactly you might be.... king of, miss," (that part directed at Artoria) "but I always deal profitably and give people what they need. When they meet my price."
Torch leans back, grimacing as if in mild pain. "I know the Nessian of whom you speak. Something of a rising star on Absalom's... shadier side. It would be bad business for me to simply give up his location, for free, to the first heavily-armed and sweet-tongued individuals who came through the door, you realize. Under normal circumstances, that information might be worth, say..." he pauses, considering, "...around six-hundred platinum. However.
"You are convincing, and I believe you when you express this is something urgent, to do with undead. Bad for business, undead. Necromancers never have as good a hold on them as they claim to. So, let me propose a deal. I've a few chests that came into my possessions, recently, that my own experts haven't been able to open. Pathfinders are supposedly quite good at getting into secured items, I hear."
You are all aware none of you mentioned you were Pathfinders, to him, but Torch continues smoothly. "If you're willing to take a look at them, and if you can open three, I'll tell you where that puppy Nessian is holed up. If you open more than that, perhaps I can reward you accordingly. They're just through the door there, my friends," he says, and gestures with one dripping hand.
"Of course, we can simply deal in the six hundred platinum instead, if you prefer..."
Another post coming.

GM Dien |

As I assume you don't each feel like donating 1000 GP to the cause:
The room that Torch indicates contains a small office space with a desk, and five boxes of various sizes laid out on top of it. "I'd prefer you don't break any of them," calls Torch from the other room as you enter. "You may also have whatever you find inside the chests."
There is an iron cask whose lock appears to be in the shape of a devil's leering face; a small box of red wood with three golden faces inlaid in the top that all seem to be glaring; a cylindrical stone box with a lid of ivory carved to resemble ivy leaves; a rectangular chest of gleaming brass, with an intricately stylized script twisting over its whole surface; and finally a stone chest that appears to be one single, solid cube of perfectly hewn rock, with no sign of seam, lid, or hinges.
Because you're under a certain time constraint-- i.e., the impending invasion of Absalom-- I'm going to rule no taking 10 on this section.
This chest requires Disable Device to open; succeeding at another Perception check first, at a DC 20, will give you a +5 on the DD check.
An Intimidate check, a Perform: Acting check, or a Use Magic Device check, may be utilized to open this box.
Let me know if anyone is interacting with the featureless stone cube.

![]() |

"We will do as you request Master Torch."
bleh.. season 0s... yeah we'll agree to try the chests
on to the chests..
Cast Detect magic before examining...
iron cask perception: 1d20 + 8 ⇒ (12) + 8 = 20 Share the info... "I am not a lock picker. I can however help with the wisdom of my ancestors."+2 competance on DD from me for whoever does it.
Red wooden chest sense motive: 1d20 + 11 ⇒ (16) + 11 = 27 Share the info... "How amusing... GRRRR!"
Ivory-lidded box perception: 1d20 + 8 ⇒ (18) + 8 = 26 Share the info...
"seems like a riddle. Isn't a dove white?"
brass chest with script perception: 1d20 + 8 ⇒ (10) + 8 = 18
brass chest with script, linguistics: 1d20 + 6 ⇒ (3) + 6 = 9
"This one is unusual. Anyone have a thought on it?"
Aid perception on iron cask for +5 dd: 1d20 + 8 ⇒ (17) + 8 = 25
Intimidate on red wooden chest: 1d20 + 5 ⇒ (15) + 5 = 20

![]() |

”…So taking five minutes to talk a thing out versus ranting out-of-breath about how the undead are coming and mean works, right, cara?”
Jal shrugs, ”I’m guessing he’d already taken a read on us, but your point is taken.” When Torch reacts helpfully—well, as helpfully as an information broker can so often be expected—Jal grins and gives a second ‘see? it worked out’ look at Kara.
Without response, he lets himself be led into the second room and eyes the different chests. His usual flippant demeanor is replaced by hyper-focus as the mercenary moves from chest to chest, doing his best to crack them.
Using Rogar’s successes, acting on the revealed information in turn.
.
Iron Cask, Perception 20: 1d20 + 11 ⇒ (13) + 11 = 24; success
Iron Cask, Disable Device: 1d20 + 13 + 5 ⇒ (15) + 13 + 5 = 33
.
Red Wooden Chest, UMD: 1d20 + 6 ⇒ (1) + 6 = 7 <—um … hopefully this doesn’t cause it shut permanently. :(
At the ivory-lidded box, Jal stops and mutters, ”Stupid riddles.” He raises his eyebrows at Rogar’s guess, ”Better than anything I can think of. I say guess it.”
Brass chest w/ script, Perception: 1d20 + 11 ⇒ (17) + 11 = 28; everyone read this spoiler.
Jal leans down close to the brass chest, looking at the script. ”Look at these holes. Perforations. Should I try my tools on it? Or does someone have any other ideas?”
At the final, featureless stone cube, Jal simply watches, letting the magic-users take a crack at it first.

![]() |

Karasuma is very much willing to let Jal take the lead on the boxes, until he starts fumbling with the red wooden chest.
He lets forth an apparently blistering invective in some combination of caws, whistles and woots...
Intimidate(Assist On Red Wooden Chest): 1d20 + 1 ⇒ (9) + 1 = 10
He gives a bit of a nod at the ivory box suggestion.
He then considers the first box with script. "Could be a trap, with some sort of gas coming out of all the holes, or a combination number lock where certain holes have to be filled and others left open?"
Guessing that Rogar is going to sing his dinner the musical box open? Waiting to see what boxes remain after our efforts...

GM Dien |

Yeah, sorry, the railroad of Season 0. :-\
Several of the boxes are magical, most with a transmutation aura; however, the featureless stone cube has an illusion aura upon it.
The ivory box clicks open when Rogar says the word "dove." Inside the chest are a collection of rare incenses, and a tied parchment that, when inspected, contains instructions on a specific order in which to burn the incenses. (Functionally an Incense of Meditation; loot factored into your gold total)
Growling at the red chest with Kara assisting, Rogar manages to unlock it as well. Inside, there are a number of tiny stone figurines of Ulfen warriors-- possibly worth some money to the right collector. (more loot)
Jal has no difficulty in activating the tumblers of the iron cask, twisting and turning the little dial with his ear pressed to the cold metal. It clicks open. Inside is contained a book with a title written in Infernal, and two scrolls: a scroll of protection from evil and another of protection from good.
3/5 chests unlocked. You've completed the task Torch set, but you can try and open the others if you want whatever's in them, and brownie points with Torch. You have remaining the featureless stone cube that has illusion magic on it (roll me a will save if you handle it), and the brass chest with the musical notation ant the tiny holes.

![]() |

"Fascinating - illusion magic on the stone cube. . Let's see here..." I don't think anyone discovered the musical annotation
Rogar will recast detect magic, and carefully examine the illusion magic/stone cube. will save: 1d20 + 5 ⇒ (18) + 5 = 23 +3 more if spell or spell like ability

![]() |

"Well, that was quick!" Odd mutters, walking in after her busy companions and seeing half the chests already open.
"Hmm, I wonder what this script is..." Read magic on the brass box, just in case.

![]() |

Brass chest w/ script, everyone read this spoiler.
Jal leans down close to the brass chest, looking at the script. ”Look at these holes. Perforations. Should I try my tools on it? Or does someone have any other ideas?”
He then considers the first box with script. "Could be a trap, with some sort of gas coming out of all the holes, or a combination number lock where certain holes have to be filled and others left open?"
Guessing that Rogar is going to sing
his dinnerthe musical box open? Waiting to see what boxes remain after our efforts...
EDIT: Didn't realize it was a separate roll, sorry about that!
Karasuma looks at the script on the box, trying to discern any sort of pattern or code behind the work.
Linguistics: 1d20 + 10 ⇒ (8) + 10 = 18
The tengu starts humming to himself as he attempts to figure out the tune written on the side of the box, dancing a bit as he tries to figure out the beat...
Performance(Dancing): 1d20 + 6 ⇒ (5) + 6 = 11
"It kind of looks like music but it's nothing to dance to..."
He pauses for a second and double-takes.
"Mister Rogar, could you use the perforations to play this box like a musical instrument when you get done looking at that other one?"

![]() |

I have played this scenario fairly recently in CORE, and since this is basically a puzzle section, I'm gonna stay back and let you guys handle it unless you need something. At the rate you are going, likely not imo
Artoria folds her arms, shaking her head at the boxes the party has been presented with.
"He wishes to play games with us. Impertinent cur."

GM Dien |

Rogar's sturdy dwarven will makes quick work of the illusion on the box-- his mind is able to perceive that the box does in fact have a lid, and that the 'trick' is simply concentrating on that lid, through the presence of the glamour that insists the box is lidless. In short order Rogar has the contents spilled out onto the desk as well-- a number of spell components, many of them fairly valuable. (More loot.)
Kara seems to have the right of it-- these little holes, now that you have pieced together both parts, could well function as an odd sort of panpipes.
(Perform Wind Instruments: may be used untrained.)
Artoria's words may have something to them: Torch is observing from his bath, through the open office doorway, though he isn't close enough to overhear what is being said.

![]() |

"This is not my forte... but as the ancestors learned in the drought of 4013... we must adapt to new challenges or admit defeat."
untrained perform wind: 1d20 + 1 ⇒ (8) + 1 = 9
"and i must admit defeat. Anyone else care to try?" i will inspire competance on any one who does for +2

![]() |

Jal steps up. "My cousin played some kind of instrument."
Perform: Wind, untrained: 1d20 - 1 ⇒ (3) - 1 = 2
He blows ineffectually, obviously not having a clue. Then he steps back, "Or not."

![]() |

"Of course, it would be winds. I hate wind. Ruffles the feathers. Well, best to be doing it, then."
Perform: Wind (Untrained)(+2 for Inspire Competence if no one else wants it/needs it, or it can be an assist, totally NOT greedy for credit here!): 1d20 + 1 ⇒ (13) + 1 = 14 16 if the Inspire Competence is applied
"Still can't dance to it, though. Horrible rhythm and beat to the tune."

![]() |

yes another inspire competance.
"The wisdom of the ancestors is for everyone. We all benefit from the lessons of the past."

![]() |

Idgethun leans against the wall, sharpening a dagger and watching the action. "I can give it a go," she says, sliding the knife back into its sheath with a flourish. Picking up the box, she holds it to her lips and suddenly breaks out in a coughing fit from the dust. After a moment, she gives it a real try.
Perform (Wind) Untrained: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6 lol
GM Reroll (3 Stars): 1d20 + 1 + 2 + 3 ⇒ (14) + 1 + 2 + 3 = 20 includes inspire competence

GM Dien |

Kara toots and blows, and gets... a few notes out, but nothing that seems quite effective. As one after another attempt it to no result, the Pharasmin priestess steps up... tweet tweet!
The box unlocks with a click, revealing some rolled-up parchments inscribed with more musical compositions. With all five chests opened, Torch seems pleased and impressed.
"Very well done, Pathfinders," he says amiably. "And you see, it did not even take you so long. It was a pleasure to watch you all work. You may take anything of interest to you that you found within the boxes-- please, permit me a small additional reward for your efforts..."
One of his guards offers over a pouch containing 60 platinum coins.
"As for the information: Nessian has a number of boltholes, like any self-respecting would-be crimelord ought. However, my eyes and ears tell me that he's likeliest to be found at a place known colloquially as the Pyramid of the Dog-- it's one of the many old siege engines littering the plains, just outside the city walls to the west."
He gives you specific directions, and adds on, "A pleasure doing business. Perhaps this can be the start of further mutually profitable arrangements."
Another post coming later tonight, but feel free to react if you wish

![]() |

Sense Motive, Studied Target: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Jal gives Torch a knowing smile, knowing exactly what this whole song and dance was about. "Always good to have an understanding with talented men." He nods and salutes casually, "To future business ventures, then."

![]() |

"As the merchant elders say, a pleasure doing business sir. May your fortunes grow bountiful. ". With that Rogar bows and turns to depart.
Rogar will take some time while walking to analyze the compositions. Then He will also kick off triple time. +10 move speed for everyone except yvette for 1 hour

![]() |

Sense Motive: 1d20 + 8 ⇒ (2) + 8 = 10
Kara doesn't catch all the subtleties, but he does give a polite nod and salute to Torch.
"If you need legal assistance in the future, here's my card, send a runner, we'll talk. Pleasure doing business with you, sir."

![]() |

Artoria Sense Motive: 1d20 + 4 ⇒ (5) + 4 = 9
Archimedes Sense Motive: 1d20 + 6 ⇒ (12) + 6 = 18
@Rogar Thanks for the buff!
Artoria turns to leave as the others excuse themselves politely. She pauses, looking back over her shoulder.
"I will give you my thanks when I have seen the value of your information."
She walks out with no further delay or ceremony.

GM Dien |

Torch smiles brightly. "To business. Good luck."
To Artoria, he says, "And I will think you a king when I visit your kingdom, madam."
Outside, the night air is refreshingly chill after the steamy heat of the bathhouse. Yargos wipes at his brow with his sleeve. "You all did very well! The gods have smiled on me, to send such competent folk to help remedy my error. We simply need to go to the Pyramid, find Nessian, convince him to give up the book, and..."
The old man trails off, squinting northward. "...oh no." He lifts a hand and points towards a light that flickers green, then yellow, then goes off again. (It's noticeably in a different place than the first red light you saw, earlier.) "--that's the signal for the attack on the Cathedral! We must divert again-- it's vitally important!"
Yargos clutches at the shoulder of the nearest Pathfinder, trying to drag them back towards the Puddles. "The old Abadaran cathedral in the Puddles-- the morning hymn is played on the great organ, there-- the book said something about when the golden song is silenced, all shall strike at the city's god-servants. If that hymn isn't played on the organ, I fear there could be consequences for all the city's clerics!"
Yargos starts running through the streets, lifting the hem of his sodden robe (and exposing skinny, pasty old-man calves) to better speed his steps. "THIS WAY!"
(Ahem, welcome to the Season 0 Express Train to Plotville...)
After a short run through the streets in which Rogar's song allows you to make very good time, several of you draw up panting before the old cathedral. Once a magnificent structure, it was semi-abandoned after the earthquake that damaged this part of the city, but, as Yargos said, the morning hymn to Abadar is played from here, the massive organ's deep tones audible through nearly all the city.
The doors stand ajar, and there are no sounds from within. The first three Pathfinders to arrive, their speed boosted by Rogar's rapidamente tune, peer in to see a number of continual flame sconces lighting the old cathedral. The bodies of several gold-dressed Abadaran priests lie along the pews and floors, their blood pooling from various sickle wounds. One woman is still alive-- she is struggling in the bony clutch of one of the undead, her mouth open as though she is screaming, but there is no sound audible, due to the eerie silence that flows around the undead soldiers.
Several more of the creatures have climbed up to the top of a titanic organ, some on the keys and some on the pipes, where their aura of silence completely deadens any sound from escaping. A ladder that is long enough to reach the keys lies on its side on the ground.
To keep the "signal" from going out throughout the city, the Abadaran hymn must be performed on the keys of the organ and the sound travel freely up the pipes. This requires a few completely bizarre checks which I will try and outline for you here.
* Traveling from white key to white key requires a DC 10 Acrobatics or Perform Dance check. You can cross multiple keys with one check, but the DC increases by 2 for each white key traversed in a move.
* To manipulate a black key, you must stand on an adjacent white key and make a DC 5 STR check. You may also climb onto an adjacent black key with a DC 10 climb check. Jumping from black key to black key is a DC 5 Acrobatics, but you cannot get a running jump start.
* If you depress more than 1 key, white or black, on a turn, you may make a free Perform (keyboards) check. You get a +2 stacking bonus for each key you managed to depress in that round. If you have Kn: Religion, you may also make a free Kn: Religion check to try and actually play the correct hymn. (DC is too high to make untrained.)
* The ladder can be placed upright with a move action.
Blk Echelon Operatives PWBl: 1d20 + 1 ⇒ (16) + 1 = 17
Blk Echelon Operatives RGBlk: 1d20 + 1 ⇒ (10) + 1 = 11
Blk Echelon Operatives OPurpY: 1d20 + 1 ⇒ (8) + 1 = 9
Artoria: 1d20 + 0 ⇒ (10) + 0 = 10
Idgethun: 1d20 + 2 ⇒ (1) + 2 = 3
Jal: 1d20 + 3 ⇒ (20) + 3 = 23
Kara: 1d20 + 6 ⇒ (12) + 6 = 18
Rogar: 1d20 + 2 ⇒ (8) + 2 = 10
Yvette: 1d20 + 11 ⇒ (5) + 11 = 16
Order of operations, Round 1 (struck-thru means you're not on the map yet):
Jal
Kara
Bad guys (Pink, White, Blue)
Yvette
Bad guys (Red, Green, Black)
Rogar
Artoria
Bad guys (Orange, Purple, Yellow)
Idgethun