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Eveline is rather taken aback by the sudden surge of extraordinary power she has now received from the ruby sage. What's really odd, at least to her, is how somehow her hair color has switched to a very blond white. Magic has some very weird effects, fortunately this is just cosmetic. I hope...
And it's no wonder she feels a tad awkward with the color change, unsure how she should react to it. Or how others would react to it, if at all. She is otherwise unaffected appearance-wise.
"Heh, Pim," she begins, trying to disregard the blond white hair, though constantly swiping them off of her face in a nervous manner, "guess that training will have to wait."

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Pimwrick feels a strange rush of energy through his body and has no idea what is is! He turns to his companions to ask if they've felt it too, but is struck dumb - again - by Eveline's proximity. His mouth opens and closes a few times, causing him to look like a befuddled goldfish for a moment before he collects himself and says, "Evie...your hair. It looks good."
Realizing she has spoken to him, Pim thinks back on what he's heard and says, "Oh, right, the training. You know, I feel like I've learned a lot just by watching you. Watching you fight, you know. That's when I watch you. Uh, your hair looks good, did I mention that?"

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PART III
SANCTUM OF THE SAGES
The growing light of predawn filters in through a window of the two-story building that Amenopheus has rented in Eto, and the aging Garundi man takes a seat on one of the cushions set out for this meeting. He produces a sealed letter from his robe, placing it in the middle of the floor before speaking.
"Good morning, Pathfinders. As you know, we have had our share of setbacks recently. Not only have the emerald and topaz gems sacred to my order slipped through our fingers, but we also faced the frustration of finding nothing but fragments of the once great ruby. Thankfully, its power is not lost entirely, and through the Ruby Sage’s blessing, it lives on in you. I am thankful that you have agreed to act on her behalf and see this through to the end.
"As we speak, the scoundrels who seized the two gems cross the Pillars of the Sun to meet their employer, the cryptic Diamond Sage." He sighs heavily. "What she intends to do with the gems is a mystery, but the sage jewels are too important for me to take risks with. If the power that you wield is representative of a shattered jewel’s potential, imagine what one might accomplish with three undamaged stones! Until we know what her plans are, it is paramount that we get to the jewels first.
[b]"Kafar and Nefti have a rudimentary map of the Pillars of the Sun, and last night I found a bartender who spotted the poring over it between drinks. She recalled little of the map, and she could not make sense of the marks or annotations; however, the right spells have allowed me to probe her mind and determine Kafar and Nefti’s entry point into the mountains. We will follow them from there." With a somewhat chagrined smile, Amenopheus adds, "It may be that they will lead us to the Sanctum of the Sages, a hidden complex I have long suspected might be in this area."
He stands and announces, "Prepare yourselves quickly. We shall leave momentarily."
Any questions?

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Disguise: 1d20 + 1 ⇒ (16) + 1 = 17
Charis feels a bit more comfortable around her team. She opts for a glorious red face mask, although her snake tattoos seem to glow faintly.
"This belt," she notes "Has the mark of a cat on it. The salesman said it would make me agile and help with my hand-eye coordination. She had better not be lying..."
"Eveline. The hair color looks good on you. Usually I don't go for a color change; the roots are too difficult. Besides I wouldn't want to hurt my hair..." Some threads sweep by her face. "Yes, yes, I know."
Knowledge(Local): 1d20 + 3 ⇒ (20) + 3 = 23
"Nefti hasn't been seen in 3 days, and Kafar visited an apothecary. They were complaining about their Aspis Consortium handlers. I wonder if they went rogue."

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Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27
"Yeah, I heard the same, Charis," Pim offers, "asking around a bit. Also heard from a couple of caravan guards that Kafar and Nefti were overheard complaining to one another about their Aspis Consortium handlers." He pauses, perhaps a bit embarrassed, then adds, "And a black market dealer told me Nefti tried to sell information about the Aspis Consortium to a foreigner, but the deal fell through. I'm not really used to dealing with folk like that, so I didn't ask any more questions."

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The Maiden smiles. "Oh, they are definitely playing rogue. They just tried to sell out their handlers. I wonder if this Diamond Sage knows who he or she is dealing with..."

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Kailun stands quietly and listens, then speaks up when he determines whether or not he has something meaningful to contribute.
Knowledge (local): 1d20 + 9 ⇒ (12) + 9 = 21
Knowledge (geography): 1d20 + 9 ⇒ (11) + 9 = 20
"I advise we prepare for both cold and hot environments on our journey, as well as keeping an eye out for aggressive wildlife. Where we're going, many have tried to go before, yet few have succeeded."

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Eveline chuckles lightly to Pim. His awkwardness is not hidden from her, and she begins to see it more as a cute play than a sign of chauvinism. "Yes, you told me that twice now, though I'm hoping it won't stay that way." She grins mischievously, and slips a few words in Halflings' native tongue.
Knowledge (geography: 1d20 + 4 ⇒ (11) + 4 = 15
Diplomacy (gather information): 1d20 + 5 ⇒ (5) + 5 = 10
Not knowing any more than the rest, Eveline decides to stay put on the background. But she does offer her words of wisdom.
"If Kafar and Nefti have gone rogue, we can at least count on them not having reinforcements once we intercept them. Furthermore, since they aren't operating on their commanders' wishes, I doubt they are all that keen to fight us, if we prove to be the victor; which we will be, undeniably."
"Environment is no matter to me, I understand such deep canyons do generate strong winds and thus bring hot and cold air streams in a lot quicker than one would expect. Those endurance spells Lionel sports might come in handy again."
She turns to Amenopheus, looking stern like she usually does. "Those two have gotten a nice head start. I hope we'll shorten the gap with your magics. I strongly dislike buying saddled animals just to abandon them in the middle of the wilderness."

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Amenopheus smiles wanly. "Of course! I could not scry on Kafar and Nefti, and teleporting to an arbitrary point in the Pillars of the Sun would be a fool’s errand. Our best chance is to enter the mountains close to their starting point, and then follow their tracks. I will get us there as soon as you are ready."
"Oh, you are ready now? Well then!"
*pop*
The party reappears atop a high bluff amid a rugged mountain rage. Despite the wind at this altitude, it is HOT. Sweat streams down in rivulets within moments, and Amenopheus sighs. "Ah, if only there was the cool shade of the Lodge over our heads. Anyway, I believe this is the start of the trail." He points at some scrabbled stone scree that leads up the mountain pass, recently disturbed.
At this stage I will take Survival checks and two Fortitude saves against the heat and/or anything magical you'd like to do in place of those things.

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Although not looking any stronger than before, Numair somehow seems more... real... than before, whilst all else around him seems less realistic.
He leans on a staff crafted from what appears to be ebony, but on closer inspection, tiny motes of light slide through the blackness, as if a fragment of the night sky had been removed, and turned into a walking stick.
When he feels the desert heat upon his face, he smiles enigmatically.
"Allow me to help."
Holding tightly to the staff, he casts a pair of spells, causing a tendril of blackness to lash out from the staff, and touch each party member, instantly surrounding them with a corona of cool darkness, which swiftly fades away.
Casting Mythic Endure Elements twice, in order to cover everyone (including Amenopheus).
The target changes to one creature touched per level. Affected creatures gain cold resistance 5 and fire resistance 5. They're not slowed by snow, and ignore penalties on Perception checks and ranged weapon attacks from hail, rain, sleet, and snow.
They treat wind as one category weaker.
Hopefully, that should render us immune to most environmental stuff for the scenario.

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"Wow, Numair, that's amazing!" Pim exclaims, enjoying the cool feeling after the brief blast of desert heat.
Good choice of abilities! Thanks for thinking of us all.

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Lionel grins, leaning on his spear. The man somehow appears even bigger than before, his muscles threatening to rip through his purple silk shirt. "Well, y'all seem ta know a lot more 'bout them dangers than me, so I'ma gonna listen." He grins at Numair. "Well, that does help me as well, ya know! Means I can heal ya lot a helluva lot easier."
He looks at the Maiden and Amenopheous."So, ya wanna tell me more 'bout them Apsis folk? Cause they seem like bad business?" He leans on his spear as he speaks.

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For a brief moment Eveline feels the sweltering heat of the desert torturing her face, feeling agonized about how she should tolerate this journey in this weather. Numair's magic, however, is more than welcome and she gives an appreciative nod to the elven sorcerer for that matter.
Eveline takes note of the others' slight adjustments to the ruby sage's powers. Lionel is more intimidating than before, as in she feels less inclined to make those stern, sighing glances or criticize his choice of faith. "Aspis, Lionel. Aspis," she manages to utter, correcting Lionel's grammar, although it seems to be a lost cause anyway. "Apsis" just rang her ears the wrong way. She turns her attention to Amenopheus, expecting him to act like a leader in this endeavour.
Survival: 1d20 + 6 ⇒ (7) + 6 = 13

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Happy to help :-)
Numair nods solemnly.
"You looked after us well with your own magics during our recent desert forays; I thought that I should do what I could to help to share the load..."
More healing is never a bad thing!

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The Maiden's hair waves around her, pulled by an artificial force. "Yes, I should thank him."
"Thank you Numair. I'm feeling a lot more comfortable now." The Maiden lets her intuition and the Ruby sage guide her.
Survival: 1d20 + 3 ⇒ (20) + 3 = 23

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Amenopheus arches an eyebrow at Lionel in genuine surprise. "Surely you have encountered the Aspis Consortium before? The Pathfinder Society's primary rival organization? They are more... mercantile... than the Society. More likely to sell an artifact to a collector, or even melt it down for the raw gold, than to prize its rich historical value. You can see why this would cause concern, in this case!"
Graced with the power of the Sage, the Maiden's astute eyes lead the party through mountain passes, following Aspis tracks for several hours. However, she eventually comes to a stop at a fork in the trail and frowns. Where before there were two sets of tracks, now one set continues in each direction.
Amenopheus stands at her shoulder. "Hmm, yes I see the problem." He considers a moment and adjusts his turban. "We do not know which agent has the jewels, and we cannot afford to lose one or the other. I suggest we split up. I will take the eastern path; you six take the western. I can contact you via sending if I meet with success or by end of day." With that, he continues hastily down the eastern path.
The western path continues as before through dusty mountain trails. Towards the end of an hour after parting ways with the Sapphire Sage, the trail ascends a series of steep switchbacks, climbing out of a windy gorge. Some fifty feet from the top, the tracks suddenly end.
Or, they end only at first glance. The mythic heroes don't take long to notice a small crevice in the rock face that leads to a trap door some twenty feet into the cliff. Beyond the door is a dark tunnel, leading down.
Light sources?

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You know that ioun torch you always mean to buy, but never do?
"Oh, good, you brought a light," Pim says to Numair. "You're useful in so many ways!" He slips his bow off his shoulder and takes a few steps down the dark passage.

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Eveline pulls out her own wayfinder to provide a light of her own. Then again, as an archer, she doesn't need the light herself. She prefers to light the targets instead. Otherwise she remains silent and doesn't comment anything.

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After descending down a roughly hewn tunnel, the Pathfinders reach a long underground gallery. Enigmatic hieroglyphs cover just about every surface of the chamber excavated into the mountain. Bas-relief engravings stretch along the walls all the way from the lofty, tapered ceiling down to floor level, their eerie pictography suggesting an unnerving story. Toppled columns, crumbling shreds of cloth, and potsherds scattered throughout the chamber attest to the place’s abandonment and antiquity. Small holes in the vaulted ceiling let in thin beams of sunlight but do little to illuminate the chamber.

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"Another crumbling ruin," Pim observes, "I guess it comes with the job, eh? I'm betting this place is full of magic, can someone check?"
He keeps an eye open for any trouble, scanning for the presence of evil while he's at it.
Detect Evil.
Perception: 1d20 + 3 ⇒ (14) + 3 = 17

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Pim is startled to notice the presence of evil--a strong presence of evil! He's even more startled when some piles of bones a few feet away start to stand up!
Charis: 1d20 + 8 ⇒ (18) + 8 = 26
Eveline: 1d20 + 9 ⇒ (10) + 9 = 19
Kailun: 1d20 + 12 ⇒ (10) + 12 = 22
Lionel: 1d20 + 9 ⇒ (14) + 9 = 23
Numair: 1d20 + 5 ⇒ (1) + 5 = 6
Pimwrick: 1d20 + 8 ⇒ (2) + 8 = 10
Hound: 1d20 + 8 ⇒ (13) + 8 = 21
Dogs: 1d20 + 6 ⇒ (2) + 6 = 8
Bones: 1d20 + 6 ⇒ (10) + 6 = 16
Note: remember that you are mythic heroes. You can therefore do awesome stuff outside the normal bounds of physics and/or magic. Have fun the with environment and your foes (and write good PbP about it)!
Round I -- bold may act!
1. Charis, Lionel, Kailun
2. ???
3. Eveline
4. Bones
5. Pimwrick
6. ???
7. Numair

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Kailun's great gob of acid splatters the skeleton from head to toe! It dissolves rapidly into a sad pool of acid and bone on the dusty floor.
Round I -- bold may act!
1. Charis, Lionel, Kailun
2. ???
3. Eveline
4. Bones
5. Pimwrick
6. ???
7. Numair

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Lionel grins. "See, that's more part o' ma expertise now.", as he walks forward, spinning around his skull-headed cane. He leaps over the fallen column, spinning it around and slamming the gilded head into the skeleton's own skeletal head.
Not actually leaping, just moving 20 feet.
Attack, Power Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 10 ⇒ (3) + 10 = 13
The skeleton shatters, boney shards raining all about as Lionel grins and shoulders the mace. "Well that's almos' too easy, folk, if ya catch my drift! Keep ya eyes open!"

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The Maiden moves in a winding motion, swaying from side-to-side. She fires one arrow at the skeleton with the Yellow gloves.
Longbow+1, Point Blank Shot: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Damage: 1d8 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9

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Charis, you're firing through a column, but even with cover you hit.
Brittle bones splinter with echoing cracks that bounce around the room! Charis lets her arrow fly and looks down to her quiver when the corner of her eye notes a blue form in the darkness between the columns. A strange, alien dog-like creature leers at her through its tentacled visage...
Round I -- bold may act!
1. Charis, Lionel, Kailun
2. ???
3. Eveline
4. Bones
5. Pimwrick
6. ???
7. Numair

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"What the hell are those?" Eveline utters a rhetorical question, shrugging and pulling out her longbow, only to let an arrow fly towards the nearest, unobscured alien dog. Red
+1 Longbow + PBS: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 261d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Moved 20 feet, drew longbow during movement, shot red with standard action. No mythic used.

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The arrow rips through several tentacles and severs them from the head. They flop to the stone floor and wriggle in a way that would make the less hardy lose their lunch.
The last skeleton toward the back creaks forward on dusty joints, coming to a stop in front of Lionel, teeing up its own head for his cane...
Round I -- bold may act!
1. Charis, Lionel, Kailun
2. ???
3. Eveline
4. Bones
5. Pimwrick
6. Aliens (Red @ 4 dmg)
7. Numair

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Pim steps forward and looses an astonishingly rapid series of arrows at the foes to his right
5-foot step, full attack with Mythic Rapid Shot, adding 2 extra attacks, all at -2. Target green first, if he falls, remaining arrows on red.
+1 Longbow, PBS, Rapid: 1d20 + 10 + 2 - 2 ⇒ (12) + 10 + 2 - 2 = 22
+1 Longbow damage, PBS: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
+1 Longbow, PBS, Rapid: 1d20 + 10 + 2 - 2 ⇒ (18) + 10 + 2 - 2 = 28
+1 Longbow damage, PBS: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
+1 Longbow, PBS, Rapid: 1d20 + 10 + 2 - 2 ⇒ (16) + 10 + 2 - 2 = 26
+1 Longbow damage, PBS: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

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His bowstring thundering and his draw-arm a blur, Pim's fleet fletchings find their foes with ferocious force. His first arrowhead bursts from the back of the remaining bare skull; the second pair skewer the alien lion-form with ease.
Round I -- bold may act!
1. Charis, Lionel, Kailun
2. ???
3. Eveline, Pimwrick
4. Alien
5. Numair

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Kailun analyzes the new enemies with a critical eye.
Knowledge (dungeoneering): 1d20 + 9 ⇒ (10) + 9 = 19
Question: What are its resistances?
"It's an akata, a creature not of this world," the elf says as he moves into a better position to fire upon it.
Longbow attack on akata: 1d20 + 5 ⇒ (9) + 5 = 14
Longbow damage: 1d8 ⇒ 5

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The Maiden isn't sure what it is, but she's sure she can kick it.
Flurry 1: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Flurry 1: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Surprise Strike Flurry: 1d20 + 4 + 3 ⇒ (15) + 4 + 3 = 22
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Target is flat footed against this attack
She then takes a step back.

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Man, you guys will not let up with these rolls, huh?
Kailun puts an arrow in its ribs just before the Maiden delivers a brutal round-house kick to the neck. Spinning clockwise, she follows that up with a rising heel kick that shatters its jaw and puts it down spinning crescent kick strong enough to crack its skull.
Numair and Lionel can take actions, we're not done yet.
Round I -- bold may act!
1. Charis, Lionel, Kailun
2. ???
3. Eveline, Pimwrick
4. Numair

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I suppose Lionel will delay as well then.
Numair hears a snarl from above him and looks up to see a freakish, bone-tight hound with an elongated tongue diving for him from the air above. Shadowed teeth and claws rip into him with great speed, shredding cloth and skin alike, but it's the eyes that do the worst work... make a Fort save!
Bite: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 HIT Damage: 2d6 + 2 ⇒ (4, 2) + 2 = 8
Claw: 1d20 + 11 ⇒ (20) + 11 = 31 THREAT Confirm: 1d20 + 11 ⇒ (19) + 11 = 30 CONFIRMED Damage: 2d8 + 4 ⇒ (2, 4) + 4 = 10
Claw: 1d20 + 11 ⇒ (9) + 11 = 20 HIT Damage: 1d8 + 2 ⇒ (2) + 2 = 4
In fact, its gaze seem to rip at each Pathfinder as they turn to look at this new threat... make a Fort save at the start of your turn if you look at it. This is a gaze attack.
Round II -- bold may act!
1. Charis, Lionel, Kailun
2. Hound
3. Eveline, Pimwrick, Numair (13/35 hp)

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Heh. I wasn't expecting to use this so early...
A split second before Numair is struck, his form blurs, as a shadowy duplicate splits off from his own body. He then disappears, reappearing 30' away, as the shadow duplicate is ripped apart.
Spending one point of mythic power, and using Mirror Dodge to avoid the attack chain.
Fort: 1d20 + 3 ⇒ (12) + 3 = 15.
He staggers backwards, still smarting at his close call, and hisses.
"Die!"
Numair channels mythic energy through his staff, causing a fusillade of force missiles to burst forth!
Using two points of mythic power to augment a Mythic Magic Missile (which I am able to do, as I count as mythic rank 5 for the purpose of *existing* abilities, thanks to Mythic Paragon) through the staff (which is CL 10).
20d4 + 10 ⇒ (4, 1, 3, 3, 1, 1, 1, 2, 3, 4, 1, 4, 2, 4, 1, 1, 3, 3, 2, 1) + 10 = 55 Force damage.

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Fort: 1d20 + 8 ⇒ (5) + 8 = 13 So much for our awesome rolls...
If Pim can still attack:
Pimwrick hears what sounds like a creature attempting to rip Numair apart and spins around, only to see something he can't explain doing awful things to the half-elf. Deciding such a thing must be evil, he raises his bow calmly, calls on Erastil to guide his shots, and unleashes a devastating rain of arrows on the airborne hound!
Use Smite on it, full attack with Mythic Rapid Shot.
+1 Longbow, PBS, Smite, Rapid: 1d20 + 10 + 2 + 3 - 2 ⇒ (10) + 10 + 2 + 3 - 2 = 23
+1 Longbow damage, PBS, Smite: 1d6 + 3 + 2 + 3 ⇒ (3) + 3 + 2 + 3 = 11
+1 Longbow, PBS, Smite, Rapid: 1d20 + 10 + 2 + 3 - 2 ⇒ (17) + 10 + 2 + 3 - 2 = 30
+1 Longbow damage, PBS, Smite: 1d6 + 3 + 2 + 3 ⇒ (2) + 3 + 2 + 3 = 10
+1 Longbow, PBS, Smite, Rapid: 1d20 + 10 + 2 + 3 - 2 ⇒ (14) + 10 + 2 + 3 - 2 = 27
+1 Longbow damage, PBS, Smite: 1d6 + 3 + 2 + 3 ⇒ (5) + 3 + 2 + 3 = 13
Edit: ninja'd by 24 seconds, but no reason to change anything. If all my arrows connect, we just did 89 points of damage to the thing!

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Seeing the new threat, Kailun searches his memory for anything that might be useful.
Knowledge (planes): 1d20 + 9 ⇒ (8) + 9 = 17
When his allies tear it to shreds, though, he says, "Well done", commending them.

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Fort Save: 1d20 + 8 ⇒ (10) + 8 = 18
"Those eyes...Poor creature. Never able to look upon another creature without inflicting pain. How will it ever know love? Companionship? I will put you out of your misery."
She shifts close enough to get into Point Blank Range and fires an arrow at the beast.
Longbow, PBS: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

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Eveline is rather certain the creature will not survive the onslaught, and thus refrains from wasting her arrows. She does, however, want to see the spectacle, and keeps her eyes open.
Fortitude save: 1d20 + 7 ⇒ (17) + 7 = 24

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Though their onslaught is hardly interrupted, both Pim and Numair find the creature's gaze to be physically painful. Bloody slits open from their eyelids down to their jawlines and weep fresh blood. Take 5d4 ⇒ (3, 3, 1, 1, 4) = 12 slashing damage.
Together with the Maiden, their missiles nevertheless eviscerate the creature, and it is no more.
Out of combat! More in a moment.

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With a little more time to study the chamber, the Pathfinders take a look around.
Despite the battle, the tracks you've been following are quite clear in the dust and lead to the other side of the chamber, which ends in a choked pile of rubble.

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Pim lifts a hand to his face and is horrified to see it come away covered in blood. "It didn't even hit me, it just looked at me..." he says, aghast at what the creature has done. Wiping the blood on his pant leg, he draws out his wand and lays it on his wounds, closing them up before they bleed everywhere.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
His wounds prove to be a challenge for the wand's magic, but he continues to apply it until he feels whole again, offering it to Numair when he's done.
Feeling much better, Pimwrick joins the others in their study of the chamber they've entered. To his surprise, he notices a leather strap hanging from inside the mouth of one of the akatas. He glances around to make sure no one is looking, then indulges his curiosity and gives the strap a tug. It resists quite a bit, so he plants a foot on the dead beast and really hauls on it! Filled with the strength of the Ruby Sage, he rips an entire belt pouch from the creature's stomach and wipes off the slime to investigate it. Inside is a partially dissolved journal, some pages of which are still legible, including poems and songs written in a neat script. A dog-eared page is headed 'Potential Partners' and lists under that: Blakros, Vudran Crown, Lion Blades, Grand Exchange, Pathfinder Society.
"Hmm, that's peculiar," he says, holding up the journal. "Take a look at this, everyone. I found it in the dead space cat thing."
As the others take a look at the journal and the disgusting pouch, Pim continues to poke around and finds a small cache of items buried in the rubble by a broken column. "Look, more stuff! A dagger with a twisting iron hilt, a vial of dust, and a sheet of what looks like beaten gold, with something scratched on it!"
The spoiler indicates the dagger and the dust are magical, and the language on the gold sheet is Aklo.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Survival: 1d20 - 1 ⇒ (7) - 1 = 6
Perception: 1d20 + 3 ⇒ (8) + 3 = 11

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Linguistics: 1d20 + 10 ⇒ (7) + 10 = 17
Knowledge (dungeoneering): 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Knowledge (dungeoneering): 1d20 + 9 ⇒ (14) + 9 = 23
Hmm, that's way too much information for me to copy/paste. Just assume Kailun reiterates everything he learns from searching the room. :)

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Perception #1: 1d20 + 9 ⇒ (19) + 9 = 28
Perception #2: 1d20 + 9 ⇒ (15) + 9 = 24
Survival #1: 1d20 + 6 ⇒ (19) + 6 = 25
Perception #3: 1d20 + 9 ⇒ (20) + 9 = 29
Okay wow, those rolls.
"I sure hope I'll never see as enemies," Eveline comments, after seeing how destructive Numair and Pimwrick could have been.
Eveline observes the surroundings in a nonchalant manner. She points out a strange depression on the ground, and after taking a few steps on it, she snaps her fingers. "Cracks. This floor's hollow," she claims, taking a look on the floor. "Say, Lionel, you've your chance come up now to show what those seam-bursting muscles can do now," she says, and it isn't certain whether she's sarcastic or flattering on purpose, "this floor could break up and give us a secret passage. Anything could be holed up here." Just after saying that, she notices the rubble concealing a doorway as well, and the tracks leading that way. "But I'm unsure where our adversaries have chosen to go. Maybe they initiated a cave-in to hinder... us. They must know we're coming."
Eveline chuckles a little at Pim's enthusiasm. With a heart-warming smile she turns to him. "I think our resident wizard will be keen to look upon those items, Pim. I'm guessing he can make more sense out of them." She walks up to him, statuesque as ever. "And nice shooting. I didn't even get to tell you how to shoot fast and you've already mastered it!"