
GM Andrew |

In the next room, you see a corner where the ground is mud in the northwest (and see small droplets of water occasionally drop into the mud) and the tunnel has partly collapsed in the southeast. You see interesting footprints in here...

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untrained survival: 1d20 - 1 ⇒ (8) - 1 = 7
Urien looks at Sister Morgan, startled.
I wonder when that pet name started...

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How much light is there down there for those of us who do not have darkvision?
Urien continues to follow Skredli at a "safe" distance, attempting to minimize any noise so that the wayang can have a chance at being sneaky.
untrained stealth: 1d20 + 2 - 3 ⇒ (10) + 2 - 3 = 9

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Zuri follows the group, trying to stealth when possible.
stealth: 1d20 + 6 ⇒ (13) + 6 = 19 stealthing when possible, but staying with the group even if that means breaking stealth to move full speed.

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Here hold this says Zuri while handing his long spear to the unseen servant. He then puts the wand of unseen servant into his beat. He then takes a moment to draw out a dagger.
Go into that room and stand there.
Zuri sends it floating into the room just holding his long spear for giggles
Zuri has a dagger in one hand to threaten and a wand of magic missile in the other hand. I should be able to pass either the dagger or wand to the other hand to cast right? if that is not the case, he does not draw a dagger.

GM Andrew |

You check around some... there really isn't anything in this room. It looks lived in but have no belongings or valuables in here.
Checking the room across the hall.
Rubble and debris block the eastern half of this room, while sparsely filled weapon and armor racks line the remaining intact walls.
It contains 3 suits of studded leather armor, 3 handaxes, and 3 longbows.

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As they pass by the room to the south, Urien asks Skredli
How many do you think are normally here? We took out two, I'm wondering how many more we're likely to encounter.

GM Andrew |

Rolled up straw mats lie in a pile against the western wall of this room, leaving the damp earthen floor exposed. The walls appear freshly cleaned, though they are still speckled with stray flecks of moss and mold. Open cages line the southern wall of the room, and the air is rich with the smell of recently shifted earth. Archways lead to the north and to the east.
Inside those cages are dozen of weasels, stoats, and other tiny-sized mustelids. They bark and hiss, but don't otherwise hamper the party (In this subtier :p).
Inside is a woman standing in the room.
"Welcome, Pathfinders. I take it you aren’t interested in surrendering without a fight?" She cracks her knuckles and smiles at the party, crouching down to prepare for battle. "Have at you!"
She is wearing studded leather and has a sling by her side, but no other weapons. She looks slightly confused by the floating longspear, but nonetheless is ready to fight.
--------------------------------------------------------------------
Li Feng Hu: 1d20 + 7 ⇒ (2) + 7 = 9
Skredli Oxbreaker: 1d20 + 4 ⇒ (13) + 4 = 17
Sister Morgan: 1d20 + 5 ⇒ (14) + 5 = 19
Urien: 1d20 + 2 ⇒ (6) + 2 = 8
Zuri “The Mad Prophet”: 1d20 + 6 ⇒ (12) + 6 = 18
Red: 1d20 + 2 ⇒ (8) + 2 = 10
Blue: 1d20 + 4 ⇒ (6) + 4 = 10
Yellow and Orange: 1d20 + 4 ⇒ (2) + 4 = 6
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Initiative Order - Bolded Characters May Post Their Turn
Sister Morgan (-0) - Mage Armor
Zuri (-0) - Mage Armor
Skredli (-0)
Red (-0)
Li Feng (-0)
Urien (-0)
? (-0)

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Now this is what I was looking for!
Skredli rages, closes in, and strikes.
Skredli SLASH: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 2d6 + 11 ⇒ (3, 1) + 11 = 15
confirmation: 1d20 + 6 ⇒ (9) + 6 = 15
crit damage: 2d6 + 11 ⇒ (5, 1) + 11 = 17

GM Andrew |

Ahem
Skredli instantly knocks the lady unconscious with a well placed blow.
Out of Initiative!
You hear some burrowing happen, but nothing comes up out of the ground. She had an animal companion (Badger) and a couple weasels she tells to come up, but she didn't have a chance. XD She's also pretty much the only dangerous one.
Gonna do some wrap-up soon of the rest of the complex. That was the last encounter. There's also questioning if you want to do that, as she is still alive - just knocked out.

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Awww...that's it?
Skredli comes out of rage and sulks. He looks back at
his party.
I didn't want to hog the fight to myself, I thought
she was tougher than that...

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Urien peaks through the doorway.
Did someone hear a woman say something about Pathfinders?... oh!
knowledge: local: 1d20 + 5 ⇒ (5) + 5 = 10
He looks down at the skinwalker, shaking his head and moves to make sure she doesn't die before they can question her.
He also casts detect magic and does a slow sweep of this room and the others they've already passed through.

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Yeah, at least I didn't cut this one in two...
Skredli stomps around to make sure the animals run away.
Run critters run!

GM Andrew |

She has some magic. Lingering aura of a buff, plus a Potion of Cure Light Wounds and a suit of +1 Studded Leather. She also has a unique item, Slippers of Venomous Webs. You only get that on the chronicle if you have Zurnzal's boon on any character from Serpents' Rise.
On searching the room above right above behind the door...
Two desks facing each other occupy the center of this room; each covered with stacks of reports, maps, and other pieces of paperwork. A large map of Nirmathas hangs from the north wall.
Searching around this room, you find several faction mission notes written by Guaril Karela, and two other notes of interest.
---> Note 1 <---
---> Note 2 <---
If someone makes the perception check or points out what they saw with the Perception check above...
The back rooms contain little of interest besides living quarters.
Among the back rooms, you see a secret door.

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perception: 1d20 + 3 ⇒ (1) + 3 = 4
Skredli must have been standing too close again :(

GM Andrew |

can we just take 20 if we are reading the papers and what not?
If you want to take the time, it's not problem. It would be searching through the papers though, which from the scenario takes 1d6 minutes (average 3.5 minutes), so it would take 70 minutes to take 20.
Let me know if that is what you want to do or if you want to take them back first.

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well whats his name wanted us to let him in. maybe some search for him while others take 20? or can someone roll for the monkey? dont think he has logged in to check out whats going on

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Urien looks up thoughtfully after looking around.
Since we can't really discern any danger at this point, is there any reason we shouldn't just get Guaril since he's well... standing right outside? He may want to speak with our prisoner.

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Yes, a great deal of interest... it appears that there is someone here working with the Aspis against our interests, who seek to besmirch our reputation to their own advantage.

GM Andrew |

Excellent! I feel we should pour through this before heading back to the lodge.
During the "take 20" check...
The party and Gauril pour over the notes. Gauril finds a couple notes of interest. I think you should give this information to me. It appears the Gael family was involved in this operation, and I would like to see to this personally. I know much about the Gael family and can deal with this efficiently.
You can now attempt the Knowledge (Local) DC 20 check in the post above.

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stepping away from Skredli...
knowledge: local: 1d20 + 5 ⇒ (3) + 5 = 8
... but apparently not far enough!

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Have we found anything of interest? 1
How should I know, has it been 70 minutes? 2
Zuri is muttering to himself while looking through the papers.
70 min for each voice