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The Major appears to be relieved by your agreement to fulfill his task. "Excellent. His residence is in the Foreign Quarter. It's outrageously luxurious, you can't miss it."
You easily find your way to the semi-attached, two storey brick building. After a quick recon, it appears there are entrances to the north and east.
Halmont's Apartment map is up. Please let me know where you arrive from and if you take any special measures in approaching (spells, stealth, etc).

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"Heh. Funny how familiar this feels." Aod flashes a knowing grin at Haris and makes a gesture the family uses for a classic bait and switch con.
"Anyone got any invisibility spells? I can vanish someone, but only for a short time. Maybe long enough for Haris to sneak up to that back door and get it open, but I'd prefer if he could peek in some windows first."
If no one minds, Aod would have taken a pair of boots of the cat, the +1 mithril shirt, and the headband of vast intelligence. Also, those smokesticks could be very useful here. Aod will grab 2, and I suggest everyone grab at least 1.

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Haris grabs a potion of Cure Moderate Wounds, two smokesticks and a pair of boots, then head outs to the residence. Once there, he prepares with a wand then goes at the backdoor, tools ready.
”shhhhhhh...”
Use wand of Prot Evil: 1d20 + 10 ⇒ (3) + 10 = 13
Stealth: 1d20 + 12 ⇒ (13) + 12 = 25
Find Traps: 1d20 + 7 ⇒ (19) + 7 = 26
Disable Trap: 1d20 + 13 ⇒ (20) + 13 = 33
Disable Lock: 1d20 ⇒ 14

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Haris stealthily moves to the back door, and finds that it's trapped. It will release a gas the moment the door is touched. Luckily, Hariis's fingers work their magic and the Taldan manages to disable it. However, the lock has a strong lock, so he cannot open it in such short notice. Maybe with more time?

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If Hawkwren moves to join Haris at the door, I'll need a stealth check from him, please. I assume the rest of the team is stany by much further, out of sight.
Also for everyone:

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If it requires stealth, then Hawk would drink his elixir of hiding before moving up to unlock the door.
Stealth T10: 25 + 10 = 35
Perception: 1d20 + 17 ⇒ (11) + 17 = 28
As Hawkwren flits across the shadows, he motions to the party and points to one of the north facing windows, where candlelight flickers.

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Helping one another breaking into the mansion, Hawkwren and Haris work wonders. The lock doesn't resist the ranger's lockpicks for long, and they both quickly venture inside the house. They arrive in a tidy and well-organized kitchen where there are several cabinets stuffed with food, sundries, and mundane utensils. A stone hearth is set up for cooking, and two tables in the middle of the room are clean and ready for food preparation.
Hawkwren, as he enters, immediately spots a concealed trapdoor under the table in the northwest corner.
Beyond, the door is unlocked and a quick peek reveals there is no one there as well. A large dining room continues into the living room. A flight of stairs appear to lead to the second floor. Noises come from upstairs - someone's busy.
Anyone who wants to join them inside the house will also need a Stealth check, of course.

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Henry will hang back for now and wait for the signal to join them. Neither he nor his dinosaur are particularly stealthy.

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Bizzle will go since he thinks that with his small stature he is as stealthy as anyone could be.
Stealth: 1d20 + 5 ⇒ (19) + 5 = 24

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Staying back for a moment, Aod casts a message spell to keep the gang, er... Pathfinders rather, in communication.
Message whisper. "Everyone hold up a moment. .
Aod casts vanish and joins Haris, Hawkwren, and Bizzle inside.
Stealth: 1d20 + 5 + 20 ⇒ (14) + 5 + 20 = 39
Message whisper. "I think the Hawks, Bizzle, and I should clear that room with the candle first. Probably a lookout."

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"What? Aye, me too."

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"Let's arrest this sod already", Haris takes the lead and strolls through the second room to peer into the third room, silently humming his 'breaking and entering' tune to himself , I am intrinsically no good, I have a heart that's made of wood, and I am only bidding time....
Stealth: 1d20 + 12 ⇒ (15) + 12 = 27
Trap Spotter (Ex)

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As you climb the stairs, you reach an outrageously decorated landing with two doors, one to the south and another to the west. Suddenly a loud barking comes from the southern door, a large dog from the sound of it. Seconds later, the door to the west opens and you see a haunted-looking Andoran carrying a heavy pile of ledgers and dismayed to see you there. "Wha- who are you, what are you doing here?"
See his portrait on the map. He obviously corresponds to the description you've been given of Halmont.
Initiative (Bizzle): 1d20 + 5 ⇒ (8) + 5 = 13
Initiative (Haris): 1d20 + 4 ⇒ (17) + 4 = 21
Initiative (Hawkwren): 1d20 + 7 ⇒ (7) + 7 = 14
Initiative (Aod): 1d20 + 4 ⇒ (1) + 4 = 5
Initiative (Halmont): 1d20 + 6 ⇒ (8) + 6 = 14
Initiative - round 1
>>> Haris
>>> Hawkwren
Halmont
Bizzle
Aod
Haris and Hawkwren can act!

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Once we hear the barking is it possible for Henry and Thekk to make their way in and join initiative? Probably take us a while to catch up, but Henry would forgo stealth mode if he heard barking.

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Hearing Haris' cry, Hawk darts past the man, into the room, quickly spins on his heel and fires a blunt arrow at the small of the Halmont's back.
Attack, PBS, FE, DA, Nonlethal: 1d20 + 13 + 1 + 4 - 2 - 4 ⇒ (5) + 13 + 1 + 4 - 2 - 4 = 17
Damage: 1d8 + 2 + 1 + 4 + 4 ⇒ (3) + 2 + 1 + 4 + 4 = 14

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End combat.
You easily manage to immobilize and restrain Halmont, while the man is protesting for his innocence and the barking coming from the southern door continues. Henry and Thekk soon join the rest of their companions upstairs.
You find many things on the Andoran, among other things the large ledgers he was carrying away when you arrived. After a quick browse, these contain all the evidence needed to convict him. He also carries a small key bearing Abadarian iconography which he tried to swallow has he was grappled, but your quick reactions prevented this from happening. Halmont also carried two bags - one containing clothes, the other being empty.
"Give me back that key! Release me, I'm important! Oh and yes, I'm innocent, too."
potion of Ant Haul
potion of Invisibility
Amulet of Natural Armor +1
Ring of Protection +1

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"What? What? Who? Yes! Ho! We've got him! Good work, boys! Now let's turn him over to the rightful authorities. Corruption is shame, sir! What?"

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We are merely arresting you, my good fellow. Bizzle says to the man. We are not judge, jury.... nor executioners, if you get my drift.

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"Ok, Halmont, don't resist now." Aod smacks the man with his sap once to make his point, then holds up the key for him to look at. "So what's this for?"
Intimidate: 1d20 + 12 ⇒ (11) + 12 = 23
Looks like we have what we need. I'm thinking the trap door is worth investigating, but should we even bother with the dog room?

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Hawk listens carefully to the forth coming answers, and glowers at Halmont. "Understand sir, you are under arrest and will be extradited to Andoren to stand trial. I suggest you tell us eveything and hand over any incriminating evidence. Perhaps we can lobby for leniency if you cooperate"
Intimidate Aid: 1d20 + 5 ⇒ (20) + 5 = 25 Heh

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Halmont cowers from you as much as he can, pleading and whining pitifully. "I suppose Mladris sent you. Curse him! Please, could you let me go? I'll offer you a fortune if you do!"
Visiting the trapdoor proves to be no trouble for you. It leads to a simple storage cellar which contains a wide variety of foods and bottled drinks.

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Local: 1d20 + 4 ⇒ (9) + 4 = 13
The key probably belongs to the Abadarian Vaults, the temple of Abadar in Absalom which also acts as a bank. But I'm more interested in the box. What's in it?
Bizzle will try to talk to the dog using his ability Speak with Animals.

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"I suggest we give the place a thorough search, then head to temple of Abadar, to see what he is hiding there." Hawk says as he looks around the room.
Perception: 1d20 + 19 ⇒ (16) + 19 = 35