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Someone must know something about this business! This kind of money doesn't just pop up out of nowhere.
Wow, I can't believe I didn't make the connection from the Underbridge district and the company name... silly me.
Nigel begins a different strategy for trying to gather information about the key. He tries to chat up people who look like business owners I was just wondering, have you fine folk heard of the Underbridge Exports company? A few months ago they wanted to make a business deal with me and my shop but they seemed to be a risky deal but now they are here looking at the key, they might have more money than I expected. Any clue why a export company would be interested in a key though?
diplomacy: 1d20 + 3 ⇒ (12) + 3 = 15

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Uther's suspicions are roused by the shrew-like woman, and he requests for backup to suss her up. Meanwhile, he continues circulating among the crowd, the jolly drunk appearing innocent and all. He inadvertently approaches a relatively large crowd of finely dressed courtiers and when he "accidentally" pushes through, finds them fawning over a strikingly handsome Chelaxian woman with deep, dark eyes and black hair. She is richly dressed in a flowing gown cut to the very latest in Magnimarian fashion. The fine jewels she is wearing and the gold threads lacked through her gown marks her one clearly of wealth, and from her bearing and the mannerisms of those around her, mark her clearly one of noble family as well. She is openly admiring the key, although still politely responding her entourage. Uther is unable to study her for long before some of the courtiers unceremoniously pushes him out of the circle.
Nigel starts chatting up some of the guests who appear to be merchants. "Underbridge Exports?" The plump merchant snorts. "If they've approached you, I suggest you flee the other way! You are new in town, so a word of advice - the Underbridge district has an unsavoury reputation and I have no doubt that any company sited there, much less one that chooses to take its name from that district, is similarly dealing with unsavoury business. You say they are interested in the key? Ha, that's a fine joke! Even I failed to scrape together the funds for an undertaking like this." He snorts again and stomps away, as if offended by Nigel's question.
The DC is really high, even with the bonuses I'm adding up for your creative direction. So dropping some potentially useful information anyway. :P
Identified
Falrig Sneve, the superstitious collector
Doctor Ernst Landis, the confident curator of the Museum of Ages
Maiveer Sloan, the disinterested Aspis Agent
The Duchesses, the enigmatic duo
Pending Identification
Kresch Vaor, of Underbridge Exports
Dymal Rinks
The woman in drab clothing
The aristocrat

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William thanks the priestess again for her information. "I had heard about these mysterious dutchesses and wondered who they are, thank you for your help once again."
I will not be able to use her again for information
Tapping his companions who are looking for the Dutchesses and pointing out the pair to them for contact, he again wanders the room.
Having a dark thought.
Surely the priests of Abadar are checking... no, I suppose they wouldnt
The young paladin focuses on his pure connection with The Inheritor, using that pure yhread of goodness he focuses his senses outward, finding the antithesis of the joyous thread.
If he feels.the unmistakable pull of evil, he will focus his attention and try to pinpoint the individuals, and if he can locate any new suspects, he will enquire about for their particulars.
Casting Detect Evil, first as the aura to see if anyone is in the crowd then attempting to focus on any that pop. If he IDs them he'll attempt to identify them via conversation
Diplomacy gather info: 1d20 + 6 ⇒ (13) + 6 = 19

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William stands quietly at one corner, as if communing with his goddess. And in a sense, he is. He spends the time drawing upon his innate connection to the ebb of good and evil, and gradually, aura of violet-black starts coalescing around some of the guests. A moderate aura radiates from the Chelaxian that Nigel had earlier identified as Maiveer Sloan, a representative of the Aspis Consortium. (surprise surprise...) A pair of women dressed in Varisian travel clothes raidate faint aura, the pair that Lumo had heard through the grapevine are simply known as the Duchesses.
William, both of these two have been identified. Want to attempt to identify anyone else? You can keep your roll if you want.
Also, in case you are unaware, detect evil will not detect any evil creatures of 4HD or less.
By the way, forgot to mention that everyone can look at the status spoiler. I put it in spoiler simply to save space.

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drat, yeah I figured our opponents would have some levels in aristocrat or expert or something
Frowning at the wickedness he finds, but unsurprised at the results.
Except those dutchesses, I had no opinion of them yet
Checking his list, he asks about for this Dymal Rinks character he had heard about earlier.

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"Whoa, I'm going, I'm going..." Uther says as he stumbles away from the pushy courtiers, "I was just looking for another drink." Once out of sight, he makes his way towards Telerin, "Ha! I don't think I'm very popular around here." He says with a warm smile and polishing off his goblet of wine, "You should have seen the faces of those posh snobs over there. Ha, it was priceless! But maybe you should have a look at the woman they're all crowding around... She looked like she might own a country or two, I don't think she'll have any trouble out bidding us if she wants to."
Uther then grabs two more goblets of wine, takes a deep breath, and heads back into the crowd. This time he looks for someone who has obviously already had too much to drink and offers them some more, "Hello, friend! You look thirsty, here take this... Nice party eh? Say, do you know who that striking woman over there is? I'm thinking of asking her for a drink sometime." He points to the rich Chelaxian and her entourage.
Diplomacy (Aid Another): 1d20 - 2 ⇒ (5) - 2 = 3

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Tellerin persists in his efforts to track down Kresch, this time focusing his inquiries on merchants, traders, and people who look rich but not 'high class'. He'll try to draw out any rumors regarding Underbridge Exports and other businesses with unusual amounts of success.
After all, it takes something special to be both shady enough to take the name Underbridge Exports and successful enough that you can openly claim it without any issues at an event like this... Gosh just thinking about this guy is making my head hurt again. Where is he hiding?
Diplomacy (gather info) vs. Kresch: 1d20 + 9 ⇒ (18) + 9 = 27

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Nigel, being satisfied with the information he gathered moves on to the next target. When he hears his friends relay the information of a drab clothed woman being part of the auction, he gets curious. A woman in poor clothes, here? Maybe I can sell her some find clothes.
Nigel approaches the woman, Hello, I am Nigel Flit. I see you have an interesting fashion. If you are ever in need of new clothing, you can stop by my shop! I am sure to have something that fits your unique fashion. Ohh how rude of me, what is your name?
diplomacy: 1d20 + 3 ⇒ (3) + 3 = 6

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The paladin seemingly comes out from his meditation in one corner, and starts mingling about the crowd. He can occasionally sense the eyes of the Abadaran priestess on him, but he purposely avoids the group of clergyman this time. Instead, he finds himself amongst a group of local merchants. "Dymal Rinks? Yeah, that's the halfling over there." The rotund man points to a squat halfling, dressed in plain clothes who is skating about the edge of the crowd, his eyes flitting back and forth between the key and the exit. "He's an merchant’s arbitrator, brokering deals between many of Varisia’s merchants. Made use of his services a number of times. Sharp wit, quick tongue. Useful person to have around. So is the Iomedaean church looking at engaging his services? He does not come cheap."
Uther rebuffed rather rudely from the group, he stumbles around towards the crowd that are obviously at the party for the food, and especially the drinks. Latching onto a lean half-elf who is flushed from too much wine, Uther strikes up a warm friendship fueled by a mutual love for the drink. "You certainly aim high, eh? Haha. No, sorry my dear friend, I'm afraid you'll need to find someone else to make the *hic* introductions... "
At the same time, Tellerin makes his way towards a couple of less formally-dressed merchants having a private conversation amongst themselves. They clearly show no interest in the key, engrossed in their discussion. They look somewhat perturbed when a gnome intrudes, but Tellerin smooths matters easily feigning interest in local trade. "Underbridge Exports? What on Golarion could you possibly have business with a shady organisation like that? Kind sir, you look like a rather decent businessman so whoever recommended you to them must have some ulterior motives to undermine your business. Just look at look at the boss. Would you trust her?" He gestures towards the shabbily-dressed woman who has finally finished reached the key and is hurriedly taking down notes. (Kresch is that woman in drab clothing.) "Mister Tellerin, let me recommend you my second cousin instead. His import and export business has served Magnimar well for twelve years. I will stake my personal reputation on his services."
Unaware that this conversation is going on, Nigel approaches the very same woman of concern. She starts when he approaches, looking quickly up from her notes. Without replying, she hisses at him, stuffs her notes into her pouch and turns away. She pushes her way through the crowd and exits the cathedral in a huff.
So just one more to identify. Don't forget you can also chat up any of those identified to find out about them, etc. Who knows what useful information might surface for later? :)
Identified
Falrig Sneve, the superstitious collector
Doctor Ernst Landis, the confident curator of the Museum of Ages
Maiveer Sloan, the disinterested Aspis Agent
The Duchesses, the enigmatic duo
Dymal Rinks
Kresch Vaor, of Underbridge Exports
Pending Identification
The aristocrat

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Tellerin grins at the commentary of his new friends "I wouldn't trust her farther than I could throw her! And if you look at these-" he flexes his weak and spindly gnome biceps "-I'd be lucky to get half an inch."
"But I've got losses to recoup, so I don't have a choice but to show her my mind. Wish me luck, good fellows!" He shakes hands with both of the merchants before taking a nearby glass of wine (but not drinking from it) and ambling his way toward Kresch. Unfortunately, his slow advance proves the wrong move, as the woman flees from his sight. He looks over his shoulder at the two merchants and raises both hands and shoulders in a gesture of 'You see what I have to deal with!'.
Tellerin tries to memorize her appearance as well as he can and then goes to regroup with his allies.
He whispers, "I found our Underbridge Exports representative. That lady that was dressed like a dockworker, she was just near the key, anyone else see her? Apparently she's their boss. Ran out of here before I could engage her in a nice story. Anyone else seem interested in the key?"
If Uther shares his meeting with the Cheliaxian aristocrat: "Maybe I can get those courtiers to lower their guard with a nice tale. One those snots might like. Something with a lot of pomp and honorable bloodshed."
He first goes to find the aristocrat that Uther identified and begins asking questions of people nearby to figure out the aristocrat's identity.
Diplomacy to gather info: 1d20 + 9 ⇒ (10) + 9 = 19

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After his suspicions were confirmed by William, Lumo again takes his amulet of Gorum out and lays it against his monk's robes. My apologies, lord of armors. But as you teach, sometimes the hidden dagger is as deadly as the drawn greatsword.
He approaches the women and strikes up a conversation. A large smile spreads across his snake-like face. His cleric's robe is baggy enough to hide his armor and strapping muscles.
Diplomacy: 1d20 ⇒ 5
" So, you new around here? I heard that... you...were."

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Tellarin is greeted by a number of loud gasps, some clearly being overly dramatic. "You do not know Lady Zimandi Kaddren??!?" exclaims a pale young lady with long pale hair. She looks incredulous, although much is feigned. "This is the matriach of the Kaddren family, one of the founding families of Magnimar!" Lady Zimandi seems to have heard the commotion. She glances over at Tellerin, gives a brief polite nod, then turns back to converse with the courtiers around here, while studying the runecarved key occasionally.
Lumo approaches the two Varisian women, and despite his awkwardness, they still smile politely back him despite having their conversations interrupted. One of them replies in an affected Varisian accent, "New to the city? Yes, the Duchess and I are from Ordellia, where we work as caravan guards." Neither and the make any attempts to return the conversation, and in fact, their attention seems to wander off.
Identified
Falrig Sneve, the superstitious collector
Doctor Ernst Landis, the confident curator of the Museum of Ages
Maiveer Sloan, the disinterested Aspis Agent
The Duchesses, the enigmatic duo
Dymal Rinks, the merchant arbitrator
Kresch Vaor, the drab-looking boss of the Underbridge Exports
Zimandi Kaddren, the matriach of the Kaddren family

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Oof, sorry guys. Long day at work and they're cracking down on cell phone usage so I had to wait until getting home to do any posting. Got ninjaed just now by our fabulous GM so I'll ask for a gentle reminder of who we've actually spoken to in-depth, if anyone, and then go from there with a proper post :)

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I agree with Jacinth, now that we have identified them all, have we spoken to any yet for more info?

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1d7 ⇒ 5 --> Dymal Rinks
With what she hopes is all of their potential competition located and identified, Jacinth reasons that it might not be a bad idea to try and chat at least one or two of them up before the gala ends.
You never know, maybe I can learn something useful.
She glances around and quickly happens to spot the halfling, Dymal Rinks, that the merchants had mentioned to William. Summoning up what she hopes to be a casual, easygoing smile, Jacinth weaves her way through the crowd to stand beside the little halfling.
"It's quite the piece, isn't it?" she comments in conversational tones. "You can tell, not only by the beauty and artistry of the runes and the intricacies of the form, but simply by the number of high profile people who've come out to have a look and to put in a bid."
She glances down at the halfling. "What about you, friend? Looking to secure a small piece of antiquity for yourself? Or just here to have a look?"
Diplomacy (?): 1d20 + 3 ⇒ (9) + 3 = 12
_______
Have to head to bed soon and I have work again tomorrow, so went ahead and reskimmed the thread and picked someone to try speaking with! I don't *think* we've actually really engaged any of them in-depth, so pretty much anyone should be open to try speaking to.

Shifty |

***OVERSEER POST***
The cathedral’s sexton calls everyone’s attention “The pre-auction gala has ended; all must leave the cathedral immediately. Thank you for attending and we’ll see many of you back here for the auction.”
You return to the Heidmarch Mansion. The theater is filled with your fellow Pathfinders, all buzzing with excitement. Sheila Heidmarch, raises her hands and quiets the room before speaking. “Well my colleagues, I trust you were successful this evening? Anyone have information to share? Let’s see some hands.”
A dwarf clad in full plate with a great hammer on his back calls out ”Aye, we met Rinks, a halfling who said he was acting on behalf of one of his clients. We found out that he has spent the last few months here in Magnimar betting on the bullfights at the Matador’s Lodge. He was not as lucky as most of his kind and has run up a sizable debt with the lodge’s owner, Master Basaale Minvandu. The halfling is staying in the Old Fang Inn”
A couple of humans push a grippli forward ”Quon here also has to report something” they say. The grippli turns a brighter shade of green and then softly starts speaking ”I am afraid we made a bit of a mess at the gala. That Chelaxian woman, Zimandi Kaddren, found out that we are with the Pathfinder Society and she immediately stormed off in anger, saying that she would take every effort to outbid the Society at the auction.” The grippli seems to have found his voice as he continues ”We asked around and we discovered that her parents vanished during an expedition to a mysterious fortress known as Viperwall in central Varisia. I think that she blames the disappearance of her parents upon the Pathfinder Society.”
A famous halfling jumps on a table ”I am Lem and I can report that the curator of the Museum of Ages is also interested in the artifact! Doctor Landis has secured a donation for the key. He thinks it is an item of great historical significance, and that it was created by Emperor Xin to unlock a temple of seven paradises. I would have expected that Nigel Aldain of the Blakros museum would also be present, but I did not see him. That is all for me!”
A human woman calls out, the symbol of Iomedae obvious on the buckler that she has strapped to her left arm. On the same hip she has an Aldori duelling sword. ”I talked to two women dressed in travellers’ outfits. Both had with thick Varisian accents. They introduced themselves as ‘the Duchesses’ and said they live in Ordellia where they work as caravan guards. Beyond that, they had little to say.”
A servant rushes in and hands Sheila Heidmarch a note ”Give me a moment, this is probably important, otherwise Jacob here would not have disturbed us”. She reads the note and briefly ponders it for a moment.
“Well, my friends, it seems Desna smiles upon us. My sources have just informed me that the Aspis Consortium has fewer funds than we first imagined. Thus, they have sent word to an ally in Korvosa to ship them more gold. Fortunately, I still have a few spies in Korvosa. A few days ago, the Consortium hired a Varisian caravan to carry a sizable shipment of gold to Magnimar, presumably to help them secure the Runecarved Key’s purchase.”
“The caravan was traveling along the Yondabakari River and should be nearing the outskirts of the city in a few hours. I need you to ride out to the caravan before it gets within sight of the city walls and ensure that gold never reaches the Aspis Consortium at Bronze House. Take whatever gold you can, but try not to draw attention to yourselves as Pathfinders. It’s bandit territory out there anyway, so caravan raids aren’t uncommon. That said, rest assured the caravan will be armed. As soon as you’re finished, hurry back here. We don’t want Maiveer Sloan to catch on to our plot. I’ll send a white raven to signal you to return before the situation becomes too risky.”
Table GMs, you should start encounter 2.

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Let me respond to Jacinth's post first, then continue from the overseer's.Imagine this took place before the overseer's briefing.
The halfling jumps when Jacinth suddenly comes up beside beside him. He whips around and quickly scrutinises her from top and toe before letting an audible sigh of relief. "Ah, me? No, no. I couldn't afford it. I only came to appraise it for one of my clients who has expressed interest in it. And who shall obviously remain anonynous. That's what I do as a merchant’s arbitrator."
He is lying.
Before Jacinth could query further, however, the sexton announces the end of the evening's festivities, and the halfling quickly disappears into the crowd. The Pathfinders thus make their way back to Heidmarch Mansion.

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Wow, I was expecting questionable tasks... but we are asked to be bandits just attacking a caravan. I dislike the Aspis as much as the next guys... but just attacking their caravan?

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Following Heidmarch’s orders, you head out into the darkness of the night by foot to intercept the caravan. You follow the Yondabakari route, which eventually leads into the Varisian Forest, a forest filled with lush greenery, especially pine and redwood trees, for miles on end.
Several miles into your hike outside of the city walls, a side trail branches off and away from the Yondabakari and winds south into a forest of ancient evergreens. A faint glowing light in the distance attracts your attention. Off to the side of the path, nestled into a deep pocket of spruces, sleeps a small Varisian caravan, only two wagons strong. You move as near as you dare to, using the cover of the trees and rocks.
maps and handouts updated
A small campfire has been lit to keep the travellers warm in the cold of the night. Three men, presumably those that travel with the wagons, sleep around the fire. Two of them (blue and pink) are unarmored and only have simple clubs by their sides. The third man (yellow), however, is garbed in studded leather. A longbow and rapier lie beside him easily within his reach.
stealth: 1d20 + 6 ⇒ (8) + 6 = 14
You spot a faint rustling among the bushes, then you spot him. A single man, similarly dressed in studded leather and wielding a longbow, is scouting the immediate vicinity of the encampment, circling around the caravan in a slow circuit.
The two wagons are covered and you are not able to see what are within them from where you are.
So now what? Please feel free to carry out your discussions about the mission, whether along the route to the caravan or whispering in the darkness hereAs Nigel pointed out, it is rather questionable... :) . Assume you won't be spotted where you are. I won't trigger combat until you want me to or until you move closer.
Terrain info: any squares that are more than 50% covered by objects, e.g. fallen trunks, bushes, are difficult terrain. Squares with the black circles are actually tree trunks so you can't share space with them. They provide cover. You might want to zoom 200% to view the map.

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@GM: Is it possible to pick up some blunt arrows on the way out of the city? Just in case we go for non-lethal damage.
In the Mansion
Uther can't help laughing and quickly puts a hand over his mouth, "They want the key lawfully, so we're going to rob a caravan of all their gold!? I wonder if they know what hypocrisy means..." He quickly manages to compose himself, and shakes his head, "I can understand stalling the caravan until after the auction, but this seems a bit much, even if it is Aspis gold." Uther puts an arm around William, "Well, maybe we can donate the gold to a good cause, eh? Anonymous donations to the needy perhaps."
In the woods
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
"So what's the plan guys? I say we knock 'em out and-"" Uther suddenly puts a finger to his lips and stares off into the bushes, "There's another one over there! He's scouting around the caravan, armed and armoured."

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William can't believe his directive. To commit what amounts to banditry in the name of "legitimate" procurement of the key.
Do these fools understand their hypocrisy?
Again he questions why his order sent him to work with such obviously questionable people.
First that catastrophy at the museum with the obviously stolen knife that nearly caused a world altering event. An event easily avoided if these so called Pathfinders didn't rob the Kellid of their artifact. Now this. When my obligation is over I will have to ask for a transfer or I risk losing Iomedae's favor
Sighing heavily he moves out with the group, quiet and reserved in his inner turmoil. He had been often told he was too quick to distribute righteous vengeance to his foes. But that was smiting derserving foes. Not some guys guarding a caravan of gold, even if the guards were probably bad actors and the gold was to be used to buy an allegedly powerful artifact.
Yet, the Silver Crusade had the favor of his Order, and his orders were to help the Crusade.
During his quiet reflections he felt the warm light of his Goddess deep in his soul, a faint reassurance that The Inheritor was sure he would choose the right course.
Finally, on the journey to commit his first (and only, he hoped) act of banditry.
"Even though these Aspis Corporation are bad actors, I will not impersonate a bandit. I also will not condone stealing of the gold, or unnessary killing."
Slowly, thinking.
"I feel the least reprehensible option would be to disable the wagon, or simply hide the gold until the auction is over. I have considered taking the gold and donating it, but it is not ours to give, and that would still be theft, just more altruistic, but theft all the same."
Upon reaching the hiding spot.
Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
"At least this is the right wagon"
Responding to Uthers question, "A sleep spell would seem idea... "[/dice] starting as he also sees the patrolling guard, [b]"Yes, I see him. Flats of your blades unless they give you no choice."
Despite his trepedations coming to this task, William feels his blood rise, starting a pounding in his skull as combat approaches.
"If none have a sleep spell, I can attempt to make them see the good in surrendering, as long as someone keeps an eye on that patrolling guard. I've been known to frighten brigands into surrendering before."
I'm willing to wander in, bold as ya like and distract the camp with some Intimidste checks.

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Back at the mansion: "I don't know the first thing about these Aspis guys, so I can't say stealing from them sits well with me either. And you're both right. Buying something 'lawfully' with stolen gold? I'm starting to think Miss Heidmarch has some screws loose." Tellerin holds a hand to his forehead "Like I said this morning, this is NOT what stories are made of."
"If we don't want to steal the gold, we have to at least keep the caravan from reaching the city before the auction. I think sabotaging the caravan could help with that. Or maybe we could borrow it for a bit of a joyride and then return it" He grins at his own suggestion.
In the forest: Tellerin takes a careful look at the caravan and surroundings.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Specifically, he also wants to check if the people running this caravan appear to be native Varisians. If so he whispers "All the more reason to be peaceful with these folks... they're probably just a hired caravan. Back home we used to take up jobs like this from time to time."
When the stealthy fellow is mentioned, Tellerin nods. "He's not too far from the rest. While I don't have a sleep spell, I do have an idea. If we get further away so that my voice doesn't carry as far when I'm casting, I can set up a silent image above the camp. Make it turn into something frightening, a ghost or phantom. There were a lot of superstitious people out on the caravan routes when I was young. A lot of ghost stories. It might work to get our friends over there to flee for a time. If you have any ideas for how to make it more convincing, we might be able to put on a good show."
Silent image has a 480 ft range, more than enough for the perception penalties to make it hard for these guys to notice.

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William smiles, "I like that idea"

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in the mansion .
I know that this city is known for corruption and questionable ethics from the government but I would hope the society would help bring this city to a better place. Clearly I was wrong.
in the woods
perception dc 12: 1d20 + 4 ⇒ (6) + 4 = 10
perception dc 14: 1d20 + 4 ⇒ (1) + 4 = 5
the dice are not on my side.
Nigel looks at William, There are more guards? Where? I don't see them.
Nigel listens to Tellerin's plan. I like it, I can make a beast to help scare them if you would think it would help. Or I can conjure up an area of grease. What do you guys think?

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Uther smiles at the idea of a joy ride, "I like the idea of scaring these people. A test of bravery for those guards, and excellent way to stop this from escalating into something very unpleasant." He spends a moment considering how he can add to the ruse, "I can make it rain fire with my arrows, perhaps? Or I can create water, so if you make a big beast roar, I can make it's spittle very real... We might need some sound, though." He looks at Nigel, "Do you think you can conjure up something loud, something that Tellerin can embellish into something truly terrifying?"

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Nigel thinks about what he has been able to pull into this world and tries to think of the scariest option. [smaller] Well... I guess I can make anything too intimidating yet. My go to is an eagle but I am not sure that is very scary. I do have Chistina. She is my eidolon. She is a serpentine humanoid, similar to Lumo. Except she doesn't have legs. She might be our best option. She isn't very good at combat, she doesn't like killing, but she might be perfect for this.
I have a character sheet for her, I just need to add it to her profile. Didn't expect to need her in this scenario. I'll have her up by the end of the night.

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Lumo smiles, then covers it quickly. So, you have given me a chance to redeem myself for the Abadar incident. Trial through combat it is. Thank you, Lord Gorum.
The Nagaji looks at William. "Friend, I am your ally. And your goddess requires you to protect your allies, does she not?" The green skinned man draws his greatsword in the darkness of the forest. He gives a small dirty look towards Nigel as he compares him to a summoned beast.
"Take me sword, and my hammer. Protect me, as one of your own." At that point, Lumo attempts to hand over his greatsword and his shiny warhammer, then walk towards the bandit camp, without his primary weapons.
If you try to stop him, he will without trouble. But he has no fear for his own life, if it means convincing another to take part in honorable battle. If not stopped, he will walk right into the camp.

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"Uh, wait a second Lumo!" Tellerin jumps over in alarm and tugs on the nagaji's armor. His voice is quiet, but he hisses out "What's that about, I thought we weren't going to fight these people for no reason?" As soon as its clear that Lumo isn't going to give the group away, Tellerin releases him and returns to planning.
"Nigel, how scary is your eidolon? Think she can act out being some ghost-possessed monster? Because I'm thinking I make some ghosts appear above the caravan, then have Christina approach and have the ghosts all wrap around her."
"At the same time, I could act the part of a frightened traveler, running away from this ghost monster. Would give the appearance of ghosts more kick if someone else was playing along. Unless someone else wants to take that? It'll be tough concentrating on the spell and acting simultaneously."
"Think you could make things cold somehow Uther? Its common for ghosts to make things cold when they're nearby, right?"

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"Friend, there is always reason to fight." Lumo looks aghast at this heretic and his rejection of honorable combat. But he listens, nonetheless.
He sighs after the plan is laid out. "I suppose I could be the frightened traveler. After all, anything which could scare a priest of Gorum must be scary indeed." He shakes his head. And when this plan goes to hell, at least I'll be close to the action.

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Since you guys spotted the patrol, have added him to the map. Fellow circled in green.
To summarise the plan, Tellerin will create illusions of ghost(s) flying towards the camp. Not sure if anyone has ghost sound and if not, the illusion will be completely silent. Christina will approach and have the ghosts surround her. Lumo will act as if chased by the ghost. (Bluff or Performance(Act) check.) All these to hopefully scare away the men and steal the gold / caravan. The rest will lie in wait if things go south and combat ensues. So as soon as Tellerin initiates, I'll start. The rest of you, if you have any ready actions you wish to take, let me know also. If you wish to reposition yourself from the starting position, please give me a stealth check.
If you wish, since the plan right from the start is to attack nonlethally, I'll allow you to purchase saps before you had left Magnimar.

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William smiles at the scaly Gorumite. "It is not the fight that worries me, far from it. It is why we start the fight, our benefactors intentions lack honor. Rest assured, I shall be by your side should it come to blows, honor dictates I stand with you."
When Lumo attempts to enter the clearing William restrains him with a hand on thw shoulder, "Friend Lumo, let these mages try their trick. A battle won by superior tactics with minimal losses is a wise use of resourses, is it not."
His face darkens some and he lowers his visor, his Oath of Vengeance burning low in his soul as battle looms, "Besides, if it fails we will still have our fight."
With Oath of Vengeance Williams second guessing and emo moaning only lasts until battle starts, then hes all business

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He gives a small dirty look towards Nigel as he compares him to a summoned beast.
In Nigel's defense, unlike the eagle, Christina is more like a life long friend and not just some summoned monster. She is his best friend and didn't think it offensive when he said it, but as a player, I can understand your character taking offense to it.
Nigel thinks about it, I think with that circumstance, she could be scary. She doesn't use a melee weapon at all so that might make her less intimidating but she has a bow and a powerful tail. I think this plan could work, I just hope nothing happens to her.
On a side note, what is the end date for this adventure? I signed up for the solstice scar B with this character and wanted to make sure there wasn't any overlap.

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I finished updating Chistina's profile. She is built for being a good look out so she may not like the job of being a ghost but she will do it!

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Sounds like a plan to me, GM.
Uther shakes his head at Tellerin, "Sorry, I've got nothing like that. That's more of a thing for the arcane arts..." He then turns to Nigel and says, "If she looks like a huge snake, I don't think she needs a weapon to look scary."
With the plan almost set, Uther gets his bow ready and inspects the new blunt wooden arrows he plans to use if things go south, I hope these things work!
Too scared to move, but I'll ready a non lethal shot at the first person I have a clear line of sight for if they don't buy the ruse.
Dmg. Piercing (Nonlethal): 1d8 ⇒ 8

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Before leaving, Lumo touches William's shoulder. "Gorum speed your hand. " You get to reroll initiative, take the better.
Lumo, always prepared, prays to Gorum (casts Divine Favor and Magic Weapon) before approaching the site. 1 minute timer starts 2 rounds before we cast the illusion.
Bluff: 1d20 ⇒ 14
Lumo, when the time is right, yells out into the open. "OH, no! A ghost lizard man! The nagas have come for my soul! Run! RUN! "

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Nigel, this scenario is scheduled to end on 26 Feb, before Outpost and Solstice Scar. The powers that be planned it that way. :)
I've got the ready actions for Uther, while Lumo and Tellerin's actions are clear. Could I have the ready actions for the rest?

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I will pick up a sap on the way out of town
William focuses himself as they ready the plan. If the guards do not flee in terror from the illusions eidelon and screaming reptile.
That sounds like a beginning of a joke
When it goes down he is prepared to charge the neares, non fleeing, guard and sap him anout the noggin.

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Tellerin gives everyone a thumbs up and starts moving away to get enough distance that his spellcasting won't be obvious to people at the caravan. If he can get to a slight rise that has a view of the area above the campsite he'll go there. Once he's in place he waits for a moment for his allies to finish their own preparations.
Once everyone is ready, here's the spellcasting plan: From far away, Tellerin draws her fingertips along the traces of his tattoos, causing them to spark with energy. With a few sharp words, his illusion begins to take shape. Mechanically, I'm defining a silent image volume that includes one 10ft cube at ground level in the camp and 5 10ft cubes running at elevation from the camp towards the east. The easternmost cube is the one where the illusion will begin/form and then move in towards the camp from the east. At the easternmost boundary of his spell, he creates a swirling ghostly mass, slightly transparent. He'll have it move slowly, ominously.
Once the spell is cast and he's concentrating on it, Tellerin will walk back to rejoin the rest of the party. As he does so he'll have the ghostly illusion slowly migrate westwards like a fog cloud rolling in. Once it's close to above the camp, and it sounds like its drawing attention, he'll start causing the ghostly cloud to form into barely identifiable agonized faces, tortured limbs and the like.
When Christina moves into their camp, he'll have the ghost illusion descend and swirl around and through her. He'll also take advantage of the illusory overlap to make her eyes glow red and her passage to trail ominous black smoke.

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Nice description, that's pretty cool!
Lumo will purchase a sap as well. Though he mutters under his breath. "Stupid sap, for those who aren't brave enough to fight full on. "

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Before we go with the plan, Nigel will cast guidance on each person. for one minute, you can choose a roll to gain +1 bonus. I wish acid splash would do nonlethal damage. Nigel whispers, I don't know how much I can help if things go poorly. I am no good with a weapon and magic is designed to hurt. I can try throwing some grease in.

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Christina will wait for the signal to move in and act like a monster who is possessed by ghosts. She smiles at the idea of playing a prank like this.
not sure if you need a bluff check or intimidate but I'll make both and can use either of both. I will use the guidance if you only need one and if you need both, I will use it on the bluff check.
bluff: 1d20 ⇒ 19
intimidate: 1d20 ⇒ 9

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Jacinth hasn't posted but I'll move on.
Christina, either is fine, so I'll take your bluff for 20.
Nigel, I'll treat that as a demoralise attempt through your illusion.
By the time the Pathfinders managed to lay out their plans, the single patrol (green) has strided over to the eastern side of the camp in slow circuitous route. The other three men still remain soundly asleep. Until it seems that the gates to nether regions burst open!
The westerly drifting wispy cloud catches the attention of the patrol. He stops in his track, studying it curiously with some caution. Suddenly it morphs into a mass of agonised faces, their features distorted by constant silent screams. The man stumbles back and yells out in alarm! "Awaken! Awaken! Ghosts!" He raises his bow and releases an arrow at the mass but it flies right through. Realising his weapons are useless against the apparition, he starts trembling in fear.
At his screams, the three men by the campfire awaken. The two plainly dressed men (blue and pink) rubbed their sleep from their eyes before seeing the mass of swarming ghosts. Screaming in terror, they scramble quickly to their feet and flee to the west into the forest away from the ghosts. They were in such haste that they even left their clubs behind. The other man (yellow), however, is clearly more battle-trained. He wakens almost instantaneously and grabs his longbow while leaping to his feet. But even then he is momentarily taken aback by the sight.
At this time, Lumo bursts out into the clearing, the look of abject fear in on his face, screaming to high heaven. The patrol quickly raises his bow, but does not fire, keeping his attention on the greater threat. Tellerin then times in perfectly, coalescing the ghostly mass around Christina just as she steps out from the bushes, moaning and stumbling forward.
man 1 sense motive: 1d20 + 1 ⇒ (4) + 1 = 5
man 2 sense motive: 1d20 + 1 ⇒ (3) + 1 = 4
Despite the first being effective, the patrol immediately fires a shot at her, hoping that the coalesced form might prove more susceptible. The adrenalin from his fear gives him strength, and the bow shot is so powerful it punches right through Christina's chest. This time, her moan of pain is real.
longbow vs Christina, shaken: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21 dmg: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11 miss?: 1d100 ⇒ 91
Almost simultaneously. Uther similarly fires onto the same patrol, but distracted by the show, his arrow flies harmlessly overhead into the trees. William also charges right out of the cover, but unfortunately, the archer is too far away and William is not quite able to reach him yet.
In summary,
Round 1: Illusion form of masses of screaming ghosts, patrol shoots at it while yelling
Round 2: 3 men wakens, move action to stand up. 2 of them move action to flee, 1 move action grabs longbow. Lumo and Christina burst out into of the bushes. Patrol shoots at Christina. All other player ready actions trigger. Now we move into combat.

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love it!

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@ Kuey: I didn't think too far ahead, but do the wagons have their horses still attached? And what does initiative order look like for combat?
@Everyone else: Seems like Lumo and William are going to do some head clonking. I guess our plan going forward is to knock out the people that didn't flee, then get the horses and wagons together and ride off?

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I usually put the combat post separately, And sorry got distracted by something.
Poor Christina, staggered before combat started. :P
Hmm, I forgot about the horses. Assume they are tethered somewhere to the west. And now screaming their heads off.
Lighting info I should have added earlier. Within orange circle is normal light from the campfire. Between orange and yellow circles is dim lighting, i.e. 20% miss chance. For those with low-light vision, within yellow circle is normal light, while beyond that is dim light.
As this is our first combat, you might like to know that for initiative, I lump all the enemies together into one roll to keep my postings together. That speeds things up. Also, I resolve combat in posting order, with some case-by-case exceptions, e.g. whole party buffs like inspire courage to keep things more straightforward.
init, Jacinth: 1d20 + 3 ⇒ (18) + 3 = 21
init, Uther: 1d20 + 4 ⇒ (18) + 4 = 22
init, William: 1d20 + 1 ⇒ (17) + 1 = 18
init, Lumo: 1d20 + 1 ⇒ (16) + 1 = 17
init, Tellerin: 1d20 + 2 ⇒ (1) + 2 = 3
init, Nigel: 1d20 + 2 ⇒ (2) + 2 = 4
init, enemies: 1d20 + 3 ⇒ (2) + 3 = 5
combat map
Bold may act
-------
Round 1: Status: Nil
~~~
Uther
Jacinth
William
Lumo
yellow archer (shaken 0/3)
green archer (shaken 1/3)
Nigel
Tellerin

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Hefting his sap, William stomps toward green muttering a prayer of forgiveness to The Inheritor.
Arriving at the archer, William lashes out with his sap, fueling it with extra strength.
I am assuming guidance was cast, move and power attack with the sap nonlethal
Attack: 1d20 + 5 + 1 - 1 ⇒ (19) + 5 + 1 - 1 = 24
Damage: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Miss %: 1d100 ⇒ 65
so close

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Whoa, just like that we're fighting? Alright. I'm ok with that. Lol.
Lumo runs forward with a big smile on his face. Gorum, bless this heretical bruising rod and I promise to use my blade next time.
He pulls out his sap and gives the guard a smack.
Power Attack: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Damage: 2d6 + 8 + 2 ⇒ (4, 4) + 8 + 2 = 18

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Forgot to add Christine to the initiative order. I'll usually lump the companions together.
Lumo miss chance: 1d100 ⇒ 49
Before the (green) archer could collect his wits about him, William and Lumo moves up beside and with a quick one-two, whack him over his head with their saps. His eyes roll up and he collapses into a heap on the floor.
combat map
Bold may act
-------
Round 1: Status: Nil
~~~
Uther
Jacinth
William
Lumo
yellow archer (shaken 0/3)
green archer (shaken 1/3, unconscious)
Nigel
Christina (0/11)
Tellerin