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"Why hello there, handsome!" the spunky gnome with bright pink hair and vibrant red robes sidles up to the halfling. "Someone my size on a mission, finally! Although I do enjoy the company of the. . . larger folk. But it's not the size of the ship as they say. . . well, it makes no matter. I am sure we will become fast friends."
Glaurung tantalizingly runs her hand down the halfling's back until it rests on his bottom. "My name's Glaurung. I'm glad to have gotten to know you and met you, in that order," she says with a sly grin as she gives his little halfling rump a squeeze.

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A halfling of slightly below average stature for his race sits in this meeting. His hair is a light brown, and his eyes are blue. He wears blue breeches, as well as an open blue vest with gold trimming and a multicoloured butterfly embroidered on the back. Sheathed overtop it in a partial scabbard is a shortsword with part of the sheathe missing, as if to display the three notches in the blade. He carries a backpack that looks like it was built for an individual one-and-a-half-times bigger than him, as well as new-looking burlap bag.
Glaurung tantalizingly runs her hand down the halfling's back until it rests on his bottom.
Weiman makes a small honk noise and grins once the gnome reaching her destination. "You know, Miss Glaurung, Taldor doesn't operate off the backs of halfling labor because of our lack of endurance. And believe you me, you'll want to stick close by me; I'm a beacon of getting lucky. Ha!" Weiman appears greatly amused at his statement. He then digs around in the bag, and...
Sleight of Hand, my 1/day Well-Prepared ability Shooting for a DC 20: 1d20 + 9 ⇒ (13) + 9 = 22
... pulls out a 10gp Hennin (sized for a small creature.) He kneels and presents it to her, as if it were some fancy blade for a knight. "Alas, a mere princess' hat, for one with the beauty of a queen."

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"Oh my." says Glaurung as she accepts the hat and places it upon her head. "Well, the bigger ones may have their. . . well, size, but you, good sir, have a tongue that works wonders! I can't wait to see what other abilities you," it "possess." (es).
She will take Weiman's arm and work her way towards the briefing room.

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A well muscled Kellid man makes his way into the briefing room. His armor, though a gleaming mithral breastplate as fancy as it is, does not hide his carious scars, the signs of being a slave, or rather a former one. His hair, a sandy brown hangs long in a braid. Two silver Gladius' hang from his waist right next to a giant leather belt with a golden buckle with the likeness of a bull on it. Seeing the two small ones flirt, he chuckles deeply. "Ay, not to spoil the fun you two are having, but what's this about?"

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"Now there's a big one." Glaurung says.
"Oh, don't mind us dear. I assure you I have plenty of affection to go around." She comes up to the large Kellid and runs her hands up his well-muscled arms. "My name's Glaurung. I believe we are going to have a fun time on this mission together."

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Weiman shakes his head at the Kellid. "Not sure. I got some really secret missive from an unnamed VC. I've got a feeling that everything's gonna be okay, though. Might be the Ten or something, all secret-y with their secret secrets."

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"Ay, is that right, little Glau? Name's Gannus." The Kellid raises an eyebrow at the gnome's enthusiasm. "And what is your name, you wee little man?" He offers a hand to the halfling.

GM Tektite |

Here we go.
As the party mingles and makes introductions, a missive is delivered. It instructs you to wait in front of Skyreach and you will be met by two men who will escort you to your briefing. The missive is signed by Venture-Captain Drendle Drang. After assembling at the proscribed spot, the party is met by two burly men who instruct you to place black sacks over your head and you will be led to your destination....
A finely decorated room is revealed as a calloused hand removes a smooth, black velvet hood. “I am sorry for all the secrecy, but unfortunately, someone is trying to kill me.” A figure stands in the room, his unkempt gray hair and bushy eyebrows framing milky-white eyes that suggest the onset of cataracts—it is Venture-Captain Drandle Dreng. He walks past several covered easels to a plush, zebra-patterned chair, where he painfully creaks into an awkward sitting position. As he straightens his spine, a series of loud pops protest, and he looks up and pleads, “Pathfinders, I need your help.”

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"Maybe it's an agent taking one of those 'Make the Ten Force Dreng to Finally Retire' petitions waaaay too seriously! Ha!" Weiman pauses in recollection of his amusement before making a request as serious as Weiman can muster. "But, really, what's going on here? More Blakros issues?"

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When the men come to escort the party, Glaurung mutters, "Nie są pierwszymi krzepkich mężczyzn do umieścić torbę na głowę. Mam wrażenie, tym razem nie będzie tak dobrze jak w ostatnim czasie."

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As the black sacks are removed, Gannus, Glaurung, and Weiman see for the first time a thin human standing alongside them. While his ruddy skin and bronze-colored hair show his Shoanti blood, he is uncommonly thin for those of his heritage, and the traditional Shoanti braid is barely shoulder-length instead of down his back. Equally odd is the tiny lizard-like creature, about the size of a cat, crouching near his collar.
The Shoanti meets the Venture-Captain's eye with a steely stare. What's this all about, Dreng?

GM Tektite |

Dreng shakes his head. No, not the Blakros this time.... He says wiht a chuckle. .and not really guard duty per se. When Bruxo speaks up, Dreng smiles slightly, rubbing his gnarled hands together.
“While I know many individuals have designs on my life, I cannot figure out how this particular killer benefits from my passing.” Dreng leans forward, looking suddenly more serious. “What I am going to ask of you may seem unorthodox, but I need you to capture this assassin and bring him to me. I need you to use caution, for the accused has a very powerful father in the Society. The killer’s name is Sidri, and right now he’s hiding behind his father’s power in one of the Grand Lodge’s outbuildings. Go there and accost Sidri with as little violence as possible, and I shall contact you regarding what to do next.”
Dreng looks from side to side, as if someone might be listening in and whispers, “I needn’t tell you that all this Shadow Lodge business has everyone above me in quite a panic. Do nothing to attract attention to yourself—avoid being seen by locals and Pathfinders alike. Be careful, be stealthy, and bring me Sidri. I would know why he has designs on my life—it’s possible that his father has them and is instructing his son to kill me, but I can’t be too sure. Whatever you do, be cautious, Pathfinders.”
Dreng reaches in the folds of his black garment and pulls out an amulet. “Here take this—I can contact you easily as long as it’s in your possession. Any questions?”

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Weiman matches Dreng's seriousness for a few moments. "What do you know of this Sidri? Combat styles, history... preference in pie flavor? Ha!"

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Glaurung listens quietly, hands wrapped around Weiman's arm. "Surely we can this. I'm with Gannus, let's get it done quickly and leave the night open. Supper will be on me."

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"Oh, no no no no no." Weiman shakes his head. "To put a Princess to work, when yours truly owns a fine eating establishment built on years of experience? Insanity. Master Calbazzern would have my head if he heard that..."
-Posted with Wayfinder

GM Tektite |

Dreng smiles slightly at Weiman's comment, then grins in response to Gannus'. That kind of talk is why I asked for your four. He leans over serious again as the questions come in. "Sidri's father? His name is Nordris Kalm, and he works as a Venture-Captain in Diobel. He has many friends in the lodge. Rumor holds that he has the most powerful of friends there, if you catch my meaning. Be careful not to alert him to your investigations.” The old man says to Bruxo, then turns his attention back to Weiman. "I don't know as much about Sidri, he's a Pathfinder as well and has tried to kill me twice, which is why I am worried!" He finishes, looking back at Gannus. He then cracks another grin. If you finish this by supper, then "I'LL" buy!

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"Sounds like we need to make our way to the outbuilding where he's staying. I presume the Venture-Captain can tell us the way?"
Before heading to the building, Glaurung pulls out her lesser metamagic rod of extend and uses it to cast mage armor and false life on herself.
temporary HP: 1d10 + 8 ⇒ (3) + 8 = 11
Glaurung will also note, "It seems that everyone in this party has trouble seeing in the dark. I find that quality can be quite useful, however, if the lights happen to go out or if we need to sneak up on someone in the dark. Lights tend to alert presence. If you like, I can give everyone the ability to see in the dark."
Using her lesser metamagic rod of extend, Glaurung can divide up 16 hours of communal darkvision among the party. That would be 4 hrs/person.
She'll only do this if the rest of the party thinks it's a good idea; otherwise she'll save it for later.
I can't think of another reason I'll need to use that charge on that rod and I have plenty of spells to go around. I'll gladly do it if you want! I picked that spell to use it, after all.
Cantrips
Acid Splash
Detect Magic
Detect Poison
Disrupt Undead
Message
Ray of Frost
Read Magic
1st level (7/day) - 1 cast
Burning Hands
Enlarge Person
Feather Fall
*Mage Armor
Magic Missile
Ray of Enfeeblement
2nd level (7/day) - 1 cast
Bull's Strength
False Life
Scorching Ray
*Resist Energy
3rd level (5/day) - 1 cast?
Communal Darkvision
Fireball
*Fly
*=from bloodline

GM Tektite |

Dreng smiles. "Sidri should not be hard to find. His smile disappear and he looks side to side again. "Now, because of the dangers I face, I can’t let you see your way back out.” Dreng gestures to the burly men. “They’re going to put your masks back on and gently put you in a carriage, dropping you off near the Grand Lodge. I will contact you in 48 hours to get a progress report. Good hunting and be safe, Pathfinders.” He jingles his belt pouch containing coins from the sound of it. "Hopefully I'll hear from you in less and will be buying dinner!"
Your party finds yourselves back on the grounds of the Grand Lodge when the masks are removed once more. You are able to locate the outbuilding Sidri is staying in quite easily. The outbuilding is made of thin wood and it is a simple, one story, single-room structure that is locked.

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"I may be small but gnomes are not always the quietest race. He doesn't know we are a threat yet; maybe we just pop in for a visit and work our way to it surreptitiously?"

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Oh, and Glaurung will go ahead and cast communal darkvision on everyone with her lesser metamagic rod of extend. Happy four hours of darkvision everyone!

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"Ha!" Weiman laughs quietly as he gets tools out to T10 on that lock (which is a standard, if it matters.)
-Posted with Wayfinder
My t10 is 28, and I want to note I have Trap spotted rogue talent.

GM Tektite |

Almost without looking at it, Weiman handily picks the lock. Before the party is even aware, he's unlocked the door and is stepping inside.
Several yellowed pieces of parchment litter the creaking floorboards of this modest structure. Three large Absalom city maps dominate the north wall. A tarry leather chair.offers the only place to sit, and a dusty blanket rests in the southeast corner.

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Seeing that the room (at worst) might have some kind of trapdoor in the floor, Weiman will apply an Acute Senses and make an active search of his side of the room.
Perception: 1d20 + 23 + 10 ⇒ (16) + 23 + 10 = 49

GM Tektite |

Anyone looking at the maps notices that the westernmost map details the Wise Quarter, though several X-ed out areas renders the map useless. The middle map depicts the Puddles District and has the same treatment as the first. The last map, the easternmost one, corresponds to the Ascendant Court and a thick red circle highlights a tiny building. Scrawled below is one word, "Dreng".

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Kn (any) on this thing I found: 1d20 + 9 ⇒ (5) + 9 = 14

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These all seem to be attempts to draw our esteemed Venture-Captain Dreng. Poorly. Except this one, which also has some curious writing. Bruxo holds out one that shows Dreng drawn very well; it bears writing that reads, "The imposter must die?" and "Death to the imposter?"

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Weiman puts the mask on, and makes spooky-sounding noises and varying between a high and low pitched voice. "WhoOoOoOoOo-oooo! I'm a Hamburglar follower! OoooOOOoooo!" He moves to the map and points at a building. "I'm from heeeeeeerreeee! OoOOOoooooo!"

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"Hm, this is all quite intriguing but I'm not sure what to make of it."
Glaurung will cast detect magic and detect poison about the room.
Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14

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Weiman drops the dance he's in and states again, still pointing at the same building. "Really, though, this mask is from "The Black Mask" costume shop, which is located here."

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"Is anyone trained in alchemy? Look at these blue splotches on this blanket. That's some type of poison."

GM Tektite |

B: 1d20 + 9 ⇒ (4) + 9 = 13
G: 1d20 + 4 ⇒ (11) + 4 = 15
Ga: 1d20 + 3 ⇒ (3) + 3 = 6
D: 1d20 + 4 ⇒ (15) + 4 = 19
S: 1d20 + 3 ⇒ (10) + 3 = 13
U: 1d20 + 2 ⇒ (3) + 2 = 5
The party gathers what evidence they deem important and leave Sidri's, heading to the costume shop.
Suddenly a man calls out. There they are! Get those Norgorber scum!
Initiative:
Darik
Glaurung
Bruxo
Sonta
Weiman
Gannus
Utok
1d2 ⇒ 2
A man on a shed roof, to the south of the party, raises a bow and fires arrows at Gannus and Bruxo
Attack vs Gannus: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Attack vs Bruxo: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Bruxo Will vs DC 11: 1d20 + 7 ⇒ (9) + 7 = 16
The first arrow misses Gannus, but the second hits Bruxo, expoding in a cloud. Bruxo begins to feel sleepy, but manages to fight off the feeling.
Bruxo takes 9 pts nonlethal damage.
Glaurung and Bruxo are up!

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Bruxo wheels and points at the archer. He calls upon the language of his ancestors as he does so, as Kampwirth whispers into his ear. Mamor!
Slumber Hex, DC18 Will
Why do they think we are servants of Norgorber? he asks. Bruxo will then move between the two buildings, as shown on the map.
9/44 non-lethal