
Calcifer, Wailan's Eidolon |

Calcifer, seeing the half-orc drop, rushes over to the prone attacker provoking an AoO from the prone enemy.
"Foolish mortal"
atk,PA,flank,vs prone: 1d20 + 3 + 2 + 4 ⇒ (10) + 3 + 2 + 4 = 19
dmg: 1d8 + 7 ⇒ (7) + 7 = 14

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"Well struck."
Wailan steps over to the unconscious half-orc and draws a shiny new wand.
"Let's see if this works. cure light wounds"
UMD: 1d20 + 10 ⇒ (17) + 10 = 27
heal: 1d8 + 1 ⇒ (8) + 1 = 9

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Varg sees that Wailan is taking care of healing Tavagra, so he nods, and goes after the enemies.
Yelling, "AAAHHHHHHH!!!!!!!!", he charges the archer in blue, and makes an attack to sunder his bow.
This would provoke an attack of opportunity, but he probably can't take one with his bow. I think there's a feat for that, but I doubt a level 1 enemy will have it yet.
Sunder vs CMD: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
damage: 1d10 + 6 ⇒ (7) + 6 = 13
Going for a shirt/folio reroll on that attack roll, which also adds +3 for my GM stars.
Sunder vs CMD: 1d20 + 7 + 2 + 3 ⇒ (8) + 7 + 2 + 3 = 20
I just looked it up. The Core Rulebook (Additional Rules, end of chapter 7) says that projectile weapons typically have 5 hardness and 5 hit points, so 13 damage is enough to snap it in half, unless it's magical.
My AC is at -2 until my next turn, because of the charge.

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S'theno takes a 5' step and tries to put down his foe.
Attack, damage: 1d20 + 3 ⇒ (5) + 3 = 82d4 + 4 ⇒ (3, 1) + 4 = 8

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The swordsman steps up to S'theno, swinging again. His blow connects.
1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Confirm: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Dam: 1d8 + 2 ⇒ (2) + 2 = 4
With a frustrated snarl, the elf drops his bow, drawing a short sword as he steps up to Varg. He has trouble connecting.
1d20 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11
Tavagra, Wailan, Shallya, and Grimn are up. I won't be advancing past there for a little while to give Grimn the opportunity to participate.

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"You are most welcome. I will."
Wailan drops his wand onto Tavagra, pulls out his longspear and advances to threaten the warrior in red.

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I hate timezones. Anyway, is that guy the collapsed guy or someone who is still standing? Either way, at this rate I don't get chance to him someone with hammer :'D Ah well moved Grimn at least

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Varg provokes from the elf in blue in order to charge the spellcaster in green. He goes for a trip attack to knock her down.
trip vs cmd: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Seeing her fall, he yells "SURRRENDERR!!!", which comes out faster than you're used to hearing from him, but still slightly slurred.

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Shallya takes a 5 foot step.
"Surrender and live. Do ANYTHING else and I'll put you down like a rabid dog"
He is actually NOT planning on killing her.
Not sure if you want an intimidate check, especially since he is NOT using a standard action. In case you do:
intimidate: 1d20 + 3 ⇒ (5) + 3 = 8
He then readies to attack her non lethally with his sap if she does ANYTHING other than to surrender
Following include prone bonus:
attack: 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28 for damage: 2d6 ⇒ (2, 5) = 7
Crit confirm roll: 1d20 + 4 + 4 ⇒ (9) + 4 + 4 = 17 for damage: 1d6 ⇒ 2

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The woman tries to stand, before Shallya pummels her back into the ground with her sap.
AOO: 1d20 + 2 ⇒ (2) + 2 = 4
The elf misses the eidolon before he too is beaten down.
Out of combat. You're welcome to do whatever you need to do out of combat (healing, searching, interrogation) if you want.
When you eventually exit:
Leaving the Shrine, you arrive outside just in time to see Sir Reinhart making his leap towards the Starstone Cathedral. The horse arcs over the chasm separating the Cathedral from the rest of the city, but pauses at the peak of its ascent for several seconds. Horse and rider both fall into the abyss below, as the previously silent crowd breaks out into noise, everything from horrified shrieks to nervous chuckles. Almost immediately, the crowd begins to dissipate.

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Varg uses his Stabilize spell on the fallen foes.
Do we capture any awake and alive? Do they explain who they are and why they attacked us?
"Need to... find out... what pa-pers... say. ... Could... buy... scroll of ... Com-pre-hend... lang-uage."

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I will use smelling salts on the mercenaries. Lets question them separately in order to determine WHY they attacked us.
Oh. First, of course, loot the bodies to the ground :-)
Not sure if you want to do this by actual diplomacy and such at this point. I'm easy either way.
"So, you attacked us for absolutely no reason, after we'd tried to talk to you. We could turn you over to the guards but that involves SO much tedious paperwork. Perhaps if you were to tell us exactly why you attacked us, who hired you, what your orders were, etc we could see ourselves free to just letting you go"
intimidate: 1d20 + 5 ⇒ (20) + 5 = 25

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*sigh* :'D Ah well. Not sure what to say about mercs(might be because I'm tired right now X-x; Its late here), but I post Grimn's reaction to the Reinhart
Grimn scratches his head "Why did he try leaping over the chasm? Am I unaware that horses can fly or something?"

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When Shallya interrogates one of the swordsmen, he gets the following response.
"Boss said one of her contacts in the Foreign Quarter had a lead on some information our client wanted, and sent us this way. Dunno who the client is. We get paid not to ask questions.
In case you didn't notice, the boss gets a little crazy when she's angry. Starts talking in Thrune knows what language."
The other swordsman and elf will reiterate the same basic points. The woman will screech and curse in her horrible language.
You're not going to get much information from them. How would you like to handle that?
------------------------------
Outside, a passerby overhears Grimn. "Getting across the chasm is the first part of the test. He said his mighty steed was going to be his chariot to godhood or something."
------------------------------
Varg, others had the impression that the message might be encoded. Even if you wouldn't know, others likely realize that Comprehend Languages would be ineffective in those circumstances. There's also enough here that it will take days to process it all.

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Shallya turns to his companions
"What do you want to do with these morons? I'd like to know why they attacked us but they don't seem to want to say. Or maybe they really don't know much. Just let them go, kill them, or take the time and effort to get the authorities involved? I'd vote to just let them go but I really don't care that much"
He then indicates the screeching woman
"Can anybody calm this screeching maniac down, or charm her or something?"

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"We have what we came for, and they did nothing that we ourselves did not also do."
"I say leave them be, and we can get these papers back to the Society."

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Varg offers the angry woman a hand carved wooden rose.
"I used to be... ang-ry... like you, ... but Shelyn... calms me... and shows me... beau-ty."
diplomacy: 1d20 + 2 ⇒ (8) + 2 = 10

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"Do any of these fools have a potion they'd like to donate to helping our friend feel better?"
Wailan walks over to Tavagra and helps her to stand. He takes the wand and tucks it back into his belt.

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You actually find a total of 6 CLW potions (Tavagra, you can negate that charge if you want). She has one scroll (shield of faith). Most of their gear isn't exciting otherwise (nothing masterwork or magical).
There's not a great way to figure this out, but they get tipped off by one of the various other Pathfinders passing through the Wisp. The scenario is nonspecific as to which Chelish family has hired them. The woman is an Oracle with the tongues curse. I'd call being tied up and interrogated, " times of stress or unease," so you aren't going to get anything big from her.

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I'll retract that wand use and use another potion.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Tavagra takes two of the potions as she is helped up by Wailan.

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I don't want to deny you the opportunity to roleplay more if you wish, but there's really not much more to do here of substance. What you wish to do with these mercenaries is up to you.
Once you've recovered, you're able to return Eylysia's cache to the Grand Lodge. Drandle Dreng personally thanks the each of you for your successful investigation, indicating his interest in your future careers as Pathfinders.
If you have yet to complete your Confirmation either by playing the scenario or in your personal backstory he promises to speak to Kreighton Shaine about expediting the process.
Several days later, you each receive a note.
<<Your Name Here>>
Your recent investigations and recovery of agent Eylysia’s papers have already yielded results. Under my direction, a team of scholars has tracked down the long-retired Society ciphers the gnome used and translated many of her entries. Although several of these records present valuable leads, our contact Amenopheus has identified one that is especially timely and exciting.
Osirion’s borders have not always run where they do today—Ancient Osirion has survived for more than six millenia, and its dominion stretched to Nex and beyond. However, opportunities to study the land’s earliest days are few. The ruins that Eylysia identified in northern Nex are ancient in the extreme, dating back to the Age of Darkness, when desperate survivors of Earthfall sought refuge any way they could. Eylysia reported that the Arclords of Nex had left the ruins largely untouched and under the guardianship of the local girtablilu; there are no signs of further explorations since her report. This site may very well provide a pristine view into the lives of those who experienced theAge of Darkness, allowing us to expand our understanding of that period.
Venture Captain Roderus is taking great care in selecting the agents to delve into these ruins. While I would not normally recommend that agents as new as yourselves delve into a mission so fraught with potential dangers, you show promise and may very well be prepared by the time he is ready to launch the expedition. In the meantime, if you can help me identify other promising agents to take on this project, I would consider it a great service.
Highest regards,
Venture-Captain Ambrus Valsin
As some of you may have noticed from the Paizo blog, this scenario was recently updated, adding the above note, so that the discoveries you make remain appropriate for the current season. In case anyone was curious, the original note, pertinent to Season 6, is below:
Pathfinder,
Your recent investigations and recovery of agent Eylysia’s papers have already yielded results. Under my direction, a team of scholars has tracked down the long-retired Society ciphers the gnome used and translated many of her entries. Although many of these records present valuable leads, one is especially timely and exciting.
Several months ago, the Pathfinder Society recovered an incomplete relic called the Sky Key. Its missing components disappeared millennia ago, carried by dwarven refugees to the far corners of Avistan and beyond, and the Society has struggled to follow these faint trails to piece the potent device back together. It appears Eylysia may have found one of the pieces centuries ago! She writes of a visit to Tar Kuata in Osirion, where she not only met with the Iroran devotees there, but also the curious order of dwarven monks known as the Ouat. According to her journals, some of the resident dwarves’ ancestors arrived long ago from the distant north bearing a broken treasure of wire and steel. Based on additional context and several magical divinations, I have reason to believe Eylysia—and you—may have found one of the lost pieces of the Sky Key!
I have contacted Venture-Captain Norden Balentiir in Sothis to prepare for an expedition. You have already demonstrated your resourcefulness by uncovering this information; when I assemble a team to travel to Tar Kuata, I hope you will consider joining the expedition.
Highest regards,
Venture-Captain Ambrus Valsin