
GM Valen |

Each of you is an aspiring adventurer, who has had some contact with a curious and capable half-orc explorer named, Ulisha. For years, Ulisha has devoted her efforts to the study of the River Kingdoms, a tumultuous land of bloodthirsty bandits, treasure-laden ruins, and self-proclaimed kings. She has a reputation for being a rather successful treasure hunter, although her methods are reputed to have put her on the wrong side of the law on more than one occasion. Perhaps the most remarkable treasure that she is known to have obtained is Silverhex, an enchanted sickle sued by druids millennia ago, which she claims to have only recently recovered from a collapsing stone circle located somewhere within the River Kingdoms. From what you know of the woman, Ulisha often goes to great lengths to protect and retain her treasures. On those few, very rare occasions when she has willingly parted with an item of value, it has only been in exchange for an exorbitant amount of gold coin.
Thus, the latest message that each of you has received from Ulisha is, indeed, rather quite curious. For in her message, Ulisha has offered to part with the famed Silverhex, what may be her life’s greatest find, for a price of just a few small chests worth of gold pieces despite the fact that, by all indications, the value of the object must be at least three times that amount! Further, not only does the message contain an offer of sale, but it claims that Ulisha is prepared to provide you with information as to the locations of a number of lesser treasures that you may obtain beforehand in order to secure the funds needed to purchase the famed weapon from her. However, as the message cautions, the recovery of such treasures is not without some amount of peril. Thus, the message warns, it would be unwise to attempt recovery of them on one’s own. Finally, the message includes a map to a meeting place—the location is a hovel on the banks of the Dagger River to the north of the town of Daggermark.
On those occasions when you have had contact with Ulisha, she has never given you any cause to suspect that she would ever seek either to defraud you or to bring upon you ill. Her offer appears genuine. And, if the offer be genuine, then it is too great an opportunity to forego.
Now, having arrived at the location disclosed within the message, you have found only a rundown, wooden shack, slowly deteriorating on a secluded bank near a fast flowing portion of the Dagger River. Its walls are barely strong enough to hold the wind or other elements at bay. Upon entering the shack you find signs of recent use, but other than yourselves, no other persons are present. Indeed, other than a few discarded tools, spent embers, and scraps of food, you find little of note, but for a single exception.
Closed, on a ramshackle table, lies a tattered journal. Its pages gently blow with the breeze periodically rushing through the dilapidated structure. This wagging movement brought on by the wind is slightly reminiscent of an invitational gesture, as if the pages themselves were now beckoning you to come toward them and to discover just what secrets within them they are willing to impart.

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Shenendril is quite interested in items like Silverhex, not necessarily because of its historical value but because of its abilities. That and she's just interested in helping out the society and getting some more experience under her belt.
This all seems like a pretty good deal, though she's a little wary, given Ulisha's history. Maybe she just thinks she won't be able to retrieve them herself and is looking for some sucke...assistants to help her.
She's not sure who, if anyone in the group she travels with might be a fellow agent and she knows it can be dangerous to identify yourself so she keeps her identity to herself.
Her destination does not inspire awe or confidence, but she is not one to be fooled by appearances.
A small smile quirks her blue lips as she sees the pages faintly waggling in the breeze. She knows something about the wind, her hair fluttering more than it strictly should by in the breeze.
In fact, some of the wind in her hair detaches itself, revealing itself to be a tiny little whirlwind with two dark spots that look much like eyes. This whirlwind darts over to the table, looking at the book.
"Wait Belthelgior. Whoever left that book may have left it on the page they want us to read," the sylph calls out to her cousin.
The whirlwind looks dejected before returning to her, hiding in her hair again as she approaches and begins reading the open page.

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"Oh dear lady!! Wait for me to look at the pages with you ..." says a charming Kitsune with a sly smile.
He looks a little scrawny but quite agile. His red fur with auburn streaks looks fabulously styled and he is wearing a casual but trendy blue shirt.
Resting on top of his chest, an amulet showing the holy symbol of Sarenrae is visible.
He has a natural confidence and presence that only few can project at such a young age.
He wears light leather armor that looks like it has been recently oiled and carries a Scimitar at his hip that is attached to his wrist with a very fine chain.
"... this might very well be a ride that we have to enjoy together!" he continues.

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Shenendril turns her hand going to the hilt of her sword as she hears someone speak. She relaxes, noticeably as she hears what he says.
Quite tall and quite slender, she has pale blue skin the color of the sky at noon and hair the color of a storm cloud. That hair would hang down to her waist were it not the fact that it is constantly moving with an unseen breeze.
In addition to her sword, she has a buckler strapped to her wrist and a longbow on her back. This is rather mundane equipment for a pathfinder and more interesting is a bandolier strapped across the chest of her chain shirt with a couple potions in it.
"Of course, help yourself," she says, gesturing toward the tome and stepping aside half a step to give him room next to her.

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"I'll stand out here. What does it say?" asks the armored man you know to be Pelagos. Having traveled briefly together, you know he isn't much for words and prefers taking action over deliberation.
A sentry outside the door, he stands in his gleaming scale mail with a halberd upright in one hand. The wind flutters his dark blue cape somewhat menacingly as his cold gaze vigilantly surveys the surrounding area. Hard for an ambush, but we are effectively defenseless to an assault here. Suspicious to use a dead drop too...

GM Valen |

Still waiting for a few, but no reason not to get things rolling...
Although much of the journal is indecipherable, presumably written in the orc language, you can discern that it includes a number of missives directed specifically to you. (The Excerpts of Ulisha's Journal above)It is clear from the journal that Ulisha will not be meeting you at the present time, but that you are to find her after you have recovered a number of treasures. A handwritten notation, which you recognize as Ulisha's writing, suggests that since the rumored location of the treasure referenced in Gralton is well-known, that you should probably start there or else risk losing the treasure to faster tomb robbers and thieves.
As a result of your travels, you may recall or be able to obtain from others, more information about Gralton.
Lord General Halidan Tarne, one of the few ex-nobles of Galt who can rightfully consider himself a noble of Gralton, has been gathering an army in Gralton for years to invade Galt by force and has erected strange, makeshift barracks that can hold 300 of his 500 soldiers.
Gralton is ruled by an oligarchy of six citizens consisting of the governor and five council members. The governor is generally considered to be the leader of the council. Current governor Marnius Cherlorne is best known for his assistance in Gralton’s recovery after brigands set much of northern Gralton on fire.
Some Graltoners choose not to follow the societies’ mandate of secrecy and are open about their plans and desires. Even those who are not privileged or interested enough to join a secret society are eager to see change, either in Gralton’s current state or back in Galt.
Adventurers in Gralton find themselves being coyly approached by a steady stream of citizens hoping to recruit, offering payment in gold or promises of wealth and renown as soon as they have been reestablished in Galt. Most of these recruiters are polite and accept rejection with little more than mild disappointment, though there are rumors that some of Halidan Tarne’s soldiers were bullied and threatened into joining his ranks. Beyond attempted recruitment, adventurers are generally ignored and allowed to do what they need to, as long as they don’t break any laws or cause any trouble. They may be privately hired to retrieve items or even people left behind in Galt, or to act as bodyguards for those who attempt the retrieval themselves.
If an adventurer’s actions directly benefit Gralton as a city, Governor Cherlorne dutifully rewards him, though the governor’s gifts are usually in the form of land and titles in Gralton in the hopes of encouraging the adventurers to settle down there. Although the governor is generally considered to be the leader of the council, as he is the public face of Gralton’s government, in truth the governor and the five council members share power equally.

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Diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9

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Diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26
Shenendril (unlike her player) likes talking to people and learning about them and where they're from. This gift of gab has often served her well and provided her insight on the places she goes to before she gets there.
She taps her chin thoughtfully as she remembers what she knows about Gralton from those she's chatted with before sharing the information with her companions. Speaking loud enough for Pelagos to hear from where he's posted outside the door.
Shenendril will share all she knows (which is everything available) with everyone.
"Sounds like a pretty good place for Pathfinders. One of the few ones where we'll be welcome. Though I would warn everyone about getting involved in local politics. It sounds like the kind of quagmire even a clever adventurer would be hard pressed to pull themselves out of."

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Arriving a little later than some of the others, a tall elder Mwangi man approaches the shack, a giant frog at his heel.
"Greetings, friend," he says to Palagos. "Is Ulisha inside?"
Without really waiting for an answer, he commands his large amphibious companion to wait outside and enters. Looking around he sees the others, but failing to find Ulisha, a look of concern crosses his face.
"I had anticipated enlisting assistance with the other artifacts, but it would seem Ulisha has already taken care of that. Where is she?"
The others direct him to the journal and he reads what he can, listening intently as Shenendril shares her knowledge of Gralton.

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To be clear, I wasn't summarizing all the information, just commenting on it and too lazy to retype everything. Don't take what I said to be everything in all those spoiler boxes.

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"No," Pelagos responds simply, although not curtly to the elderly man. He eyes the frog hard for a few moments before continuing his visual sweep. Overgrown amphibian. Hardly a threat, appears tame enough.
"Gralton? A lawless land, led by lawless people, performing lawless acts. I agree with Shenendril, we should conduct our business and move on," he adds. The leadership sound more concerned with their secret societies than ensuring a safe, productive, and happy existence for the community. A shame.
Edit:
"Ulisha's order to rob a tomb is disparaging, but the actions of these pretenders preclude them from the protection of the law," he notes. A question to be raised and further deliberated with my Hellknight superiors when I return to Kintargo.
________
I know we are waiting for people, just stating for the record: ready to go when y'all are!

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T'Shar arrives late, barely holding his own belongings on the backpack. Slender and obviously young, the fiery ifrit smiles to Pelagos without much wish to discuss. He pulls the Society badge and speaks in a direct and cheerful tone.
Hi! I'm here for the Pathfinder Society. It seems I'm a little late... Or maybe y'all are a bit early! You're with the Society too, right? - he asks, visibly innocent, as he tries to squeeze in.
For anyone looking at him, it leaves to wonder how are his clothes not on fire. His hair is bright red and moves on its own, and even his gestures make his fingers look like smoking through the room. His presence is warm and hard to ignore.

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"We are," he responds shortly, making no motion to bar the Ifrit's path. "Are we expecting any others?" Pelagos asks no one, yet everyone. A more diverse group than the Hellknights. May Tsukiyo grant us the mettle to remain cohesive.

GM Valen |

With no further sign of Ulisha, (presumably) the newly assembled party heads out toward Gralton. En route, you meet up with a caravan also heading toward Gralton that is more than eager to provide you with food and travelling amenities in exchange for protection from bandits.
After arrival in Gralton, the party and the caravan part ways. Once in town, you may recall or know more about Laban Tullivor.
Purchases can be made in town, if you so choose. Go ahead and mention any purchases in your next post.
You arrive at Gralton Cemetery just as the sun is setting (unless the party wishes to wait until nightfall or the next day). You find it to be a rather ostentatious cemetery for a small city, with the tombs of wealthy Galtan refugees evoking their lost glories. Two of the mausoleums in particular stand out, one of baroque marble barred by a prominent and ornate iron door--this you have been told is the Tulliver family mausoleum--and the other, a grand, alabaster tomb sporting a ten-foot spire atop a broad dome. Both are made to look all the more imposing by the shadows they cast eastward that are lengthening with the setting sun.
You also find that the entire property is contained within a sturdy, metal fence, but that the gates are ajar and that no guards appear to be on duty.

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Pelagos waits patiently for his companions to make any purchases they wish. Having traveled with him for some time now, you notice that he isn't much for small talk and idle chit-chat.
"This place is frequently traveled," he comments, pointing to the hoof prints, wagon tracks, and other common signs of moderate foot traffic. Which puts my mind at ease with entering the tomb since it isn't sealed off yet.
The armored man continues forward, halberd tapping against the road in time with his step.
________
Gather Information, DC 10: 1d20 + 2 ⇒ (5) + 2 = 7
Survival, DC 5: 1d20 ⇒ 11
Local (Untrained), DC 10: 1d20 ⇒ 9
No purchases to make here for me!

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Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23
kn(local) untrained: 1d20 - 2 ⇒ (18) - 2 = 16
* * *
The Kitsune looks at at the group with a smile.
"Oh I believe that entering the mausoleum is legitimate as long as we have believe that it is for the greater good!" Kenji says.
"I want you to know that Laban Tullivor was a corrupt and cruel man. Before dying, he boasted about the treasure to be entombed with him as well as about a magical trap that could be bypassed by “one who earns Tullivors’ thanks. What that means is beyond me!”
He looks around and is confused.
"The open gates and absence of any guards is, indeed, unusual. Is this a trap?"

GM Valen |

Not far from the entrance of Tulliver mausoleum, close to a nearby tree, you spot a human form slumped over a small marble pedestal.
Map of cemetery now revealed in Q1-Mausoleum slides.
Upon closer inspection, you can see that the form is the lifeless body of a young human male dressed in a noble’s outfit. His dead hands are bound with rope. The body is slumped over what appears to be a small marble pedestal.

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"Sarenrae give us light! Look there ... the man is lying there ... lifeless!"
Kenji runs over and looks at the scene.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Heal: 1d20 ⇒ 11
Kioshi sees the man's belt buckle, which bears a symbol resembling a badger and points at it.
"Do you recognize this symbol?"
All party members are allowed to make a Knowledge (nobility) check to attempt to identify the buckle.

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"Given what we know about Tullivor, I'm not sure I want to do whatever is required to earn his thanks, but I suppose we'll just have to see what it is," Shenendril says.
When she sees the body she rushes over to it. And when she rushes, she really rushes, moving like the wind.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
"Strange, it looks like he was killed by a short sword but also has scratches on his face. I can't identify what caused them, can anyone else?"
She bends to examine the pedestal, as well, finding it odd that he's bound and slumped over it.
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
"This is no pedestal at all! It's actually a marble bust. And the subject has the same nose as this poor, deceased man!"

GM Valen |

So... what prompts that Survival/Knowledge (nature) check?
Revelation of the information obtained with a sufficiently successful Perception or Heal check (the prompts are contained below the spoilers).

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If someone unlocks the check, can they point the clues out so that someone else can make the related checks or does each person have to make the checks themselves to unlock the ones that depend on them? In this case, was it sufficient that Shenendril succeeded at the Perception check to let someone else make the Survival check?

GM Valen |

If someone unlocks the check, can they point the clues out so that someone else can make the related checks or does each person have to make the checks themselves to unlock the ones that depend on them? In this case, was it sufficient that Shenendril succeeded at the Perception check to let someone else make the Survival check?
Yes, I apologize for not being more clear. Once a PC "points" out clues or information, then any other party member can try to provide more information. Yay, teamwork!

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Perception: 1d20 - 1 ⇒ (8) - 1 = 7
T'Shar is as clueless as they come. The young Ifrit doesn't have enough experience or world knowledge for any of the "clues" presented by his colleagues, and just express his clear excitation when his colleagues point out new facts. When Shenendril points out the similarities between the bust and the deceased, he finally speaks.
So... Maybe he's a descendant? As in, a noble checking at a family member?

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Yeah, I figured. I was just waiting for someone who made the checks to mention the prompt.
"I do not," Imjah responds to Kenji's question.
Following Shenendril to the body, he takes a closer look at the scratches.
Knowledge (nature): 1d20 + 9 ⇒ (13) + 9 = 22
"Hmm... it appears as though they were caused by the talons of a hawk."

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DarkLeaf Cloth Lamellar Armour [Leather] 810 GP
Knowledge: Nature: 1d20 + 1 ⇒ (6) + 1 = 7
Knowledge: Nobility: 1d20 + 1 ⇒ (19) + 1 = 20
The lithe pink-haired youth you know as Roy speaks up as he peers at the corpse
"I believe good sirs that that is Northis Tullivor; heir to Laban, his clan is well known for their noses
opps should have been +2, ah well didn't matter this time

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"The guard will want to know of this. Be at the ready," Pelagos mutters as he lifts the corpse up for a look and then sets it on the ground. "Burial rites are in order." First the job at hand, then a report to the authorities.
He approaches the door to the mausoleum and attempts to open them.

GM Valen |

Pelagos removes the lifeless body from the marble pedestal, which now is revealed not just to be pedestal, but also the bust of man. The sculpted face of the bust sports a prominent, pointed nose.
Body moved and bust revealed on map in Q1-Mausoleum slides.

GM Valen |

Approaching the Tulliver family mausoleum, you see that this baroque marble tomb clamors for attention like a gaudy flag waving for a once noble house. Its most audacious feature is a sculpted badger that looms, gargoyle-like, above the door. The iron door is decorated not only with the Tullivor name and crest, but also with an elaborate arcane rune.
The mausoleum is a 15-by-10-foot structure constructed of superior masonry. Its sole ingress is barred by the iron door.
Each PC should give me a Perception check. Also, please place a token for your PC indicating his or her position on the map in Q1-Mausoleum Slide.

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Perception : 1d20 + 4 ⇒ (17) + 4 = 21

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Sturdy structure, getting in may prove challenging... Not hearing anything, Pelagos whips around with both hands on his halberd. "What have you noticed?" he asks Imjah.
________
Perception, DC ???: 1d20 + 1 ⇒ (2) + 1 = 3
Blooming Flower, made you a token. To do so yourself, copy/paste the picture into the slideshow and resize! Imjah, here are the steps I use to turn it into a circle: click on the picture. The third option in the toolbar to the left of "format options" is the crop tool. Hover over it and go to the drop down arrow, the arrow is titled "mask image." Select shapes, then choose the shape you like! :D More than happy to help either of you further if you desire!

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"There was a voice... from the statue," he says. "I believe it said 'When the last [something] falls upon this spot, receive my thanks."
"'Sun,' I think... or maybe 'sin.'"

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"I'll lay gold that whoever killed that poor boy thought the same thing and that's why they killed him," Shenendril replies to her fellow elemental blooded adventurer.
"If he was right then we're too late, but I suppose we have to make sure."
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
I went ahead and put a token for Belthelgior on the map, too, since he'll likely end up running around at some point. Does the bust look like we could move it?

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”Dear Dawnflower, I really have no idea what all this is about but give me the strength and your light to be able to able to uncover the mystery is in front of us!!!“ Kenji says.
Then he starts to look for a way to enter the mausoleum.

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The statue... Pelagos warily approaches the statue and is greeted by the same voice. "'Son' is a gruesome interpretation. 'Sun' may indicate we should be here after dark," he speculates, returning to the door.
He tests the door, to see if it is locked. If it isn't he attempts to enter the mausoleum.

GM Valen |

As Pelago goes to try the door, the rest of the party observe that the door is magically trapped as the arcane rune upon it begins to vibrate!
I will assume that any warning by the PC precedes Pelagos' testing of the door and lock unless indicated otherwise in a post. I don't want to "punish" PCs for taking action before receiving the results of relevant skill checks due to the nature of the PbP format.
Anyone wishing to do so may attempt a Disable Device check on the trap.

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"Anyone else have any skill in dealing with this sort of thing? I have the ability but not the tools..." Shenendril chimes in.
Assuming no one steps forward to stop her, she'll move up to the door and try to figure out how to disable the magic trap with what she has on hand...
Disable Device minus Improvised Tools: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17

GM Valen |

@ Shenendril - Disable Device was DC 27 and no one else has the skill (and Pelagos already indicated he was testing the door so...
The magical trap is triggered and suddenly Shenendril and Pelagos are each blasted with a tremendous cacophony!
Trap spell effect (sound burst, 1d8 sonic damage plus stunned for 1 round, DC 13 Fortitude save negates stun); multiple targets (all targets in a 10-ft. spread)
Shenendril, Fort Save (DC 13): 1d20 + 2 ⇒ (18) + 2 = 20
Pelagos, Fort Save (DC 13): 1d20 + 4 ⇒ (8) + 4 = 12
Sonic damage: 1d8 ⇒ 8
The iron door to the mausoleum remains locked.

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I assume it doesn't reset?
"Well, that was not a very auspicious start, was it?" Shenendril comments after a cacophony of sound so strong it physically hurts has passed.
Before doing anything else, she pulls a wand out of her pouch and touches it to herself and then Pelagos, as he recovers from an additional effect from the sound.
CLW wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW wand: 1d8 + 1 ⇒ (5) + 1 = 6
She puts the wand away again and, assuming it doesn't appear the trap is going to trigger again, she sets to work on the watch.
"Remind me to pick up the proper tools for this sort of work when we get the chance," she says to the group.
Disable Device minus Improvised Tools: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25

GM Valen |

I assume it doesn't reset?
With that roll, you may assume whatever you wish...
"Remind me to pick up the proper tools for this sort of work when we get the chance," she says to the group.
Unfortunately, there are no critical successes on Skill checks in Pathfinder. : (
Try as she might, without the proper tools, it becomes obvious to Shenendril that she cannot simply disable the lock. The iron door bars access.
Another method will have to be employed if the party is to enter the tomb.

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Kenji steps forward.
”Let me try by force!“
Kenji concentrates for a moment and you see him start to dance with his scimitar in one hand and then with the sudden movement his blade hits the iron door.
Full-round action to line up a shot. No attack roll.
Scimitar damage, dervish dance : 1d6 + 4 ⇒ (6) + 4 = 10

GM Valen |

The dancer's scimitar bounces off the hard, iron bars, which hold and show no discernable damage. Door=Hardness 10

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Pelagos staggers backwards as his armor reverberates the sound in his head. After a mind-numbing moment, he takes a few more steps back as the others try their methods and healing is applied to him. "Thank you," he responds to Shenendril's generosity.
"A key may be stowed away, or a person nearby may have one," he states matter of factly as he walks a short ways away to search for something to help with their entry. Unfortunately, there is still a ringing in his head that he still feels more than anything else.
________
Perception?: 1d20 + 1 ⇒ (3) + 1 = 4 XD