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At the morning, You are in a room of the Grand Lodge..
Venture-Captain Drandle Dreng's pinched face is hard to see from behind the stack of books that divide the front of his office from the space behind his desk.
A shockingly old man with white hair and slightly milky eyes, he is surprised by the appearance of outsiders in his office, and looks up, half startled and half relieved.
“Thank you for coming on such short notice.
I'd been meaning to give this assignment to you at a later date, and with less pressing time constraints,
but it seems that time has conspired against us."
Please greet you to Drandle Dreng and other member.

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Status: Fox form; HP 13/13
A golden furred kitsune walks into the Venture-Captain's office. She is wearing a frilly red, knee length dress and white blouse over a leather jerkin. Stopping next to Dreng's desk, the kitsune hangs her head in shame.
"I'm sorry about not bringing you that package, last time," the fox-woman says. "I know VC Valsin told you all about what we found and why we followed up on it without checking in. But we totally should have given you the stuff you asked for first. I told the rest of my team that you were waiting - all alone in the cold and rain, but we had a bunch of paladins on that team. You know how they can get, 'Justice waits for no...'"
The kitsune's voice trails off as she notices the other Pathfinders in the room. "Oh, this isn't about that..." Her demeanor instantly perks up and she greets her fellows. "Hi! I'm Sylvianna Sakuraba, but you can call me Sylvie."

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Greetings, you must be my new employer. My name is Aisling
the white haired girl, stares at the new arrival, in a moments notice putting up a fake smile. over her frosty persona. her current attire, a dark purple cloak and a simple black dress over a leather tunic.
bluff: 1d20 + 10 ⇒ (1) + 10 = 11
Hello, my name is Aisling, i'm a mercenary. Here to assist in your current mission. You may call me Ash if you wish.
Ash-ling it's easier to pronounce than it looks

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"Ok, for expressing this mission details now. look at that ... "
Dreng lightly taps a bony finger on a map, on which can be seen a section of Absalom with a small corner townhouse circled in deep red.
"This townhouse is a facade for an underground vault.
The vault belonged to an old noble family of Absalom that was expelled a decade ago - the Decklands.
The family was forced out when their patriarch - a man known as Orias - was discovered to have written documents detailing the city's
defenses, documents he intended to hand over to hostile forces loyal to Cheliax.
The Chronicle indicates that a copy of these documents exist within the vault."
"A Pathfinder looking into the Decklands and their Chronicle references in Cheliax was attacked and killed ten days ago.
The thugs made off with a copy of his notes - fortunately, he’d already sent us another.
We have reason to believe it was the work of the Decklands' oldest child, a young woman named Celeena, and she’s the reason this assignment is now urgent.
The fact that Celeena and her forces were willing to kill a Pathfinder for this information shows how desperate they are to retrieve the documents.
If she were able to get these documents and return them to Cheliax, it would undermine the defenses of the whole city, as well as cause the Society undue headaches. Find Celeena, find the documents in her vault, and prevent this situation from turning into one big mess for the Society.”
If You have your questions about this mission, you can ask now.

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Understood, retrieve documents, stop a disaster. Is there anything else we should know? would you prefer Celeena eliminated?
Aisling stares at the map, making notes to herself. about locations, the mission, and everything told.

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Dulomak enterso the room, his glaive in hand and Kontha, his pet T-Rex at his side. The Rex goes up to the kitsune and smells her. He introduced especially them to the group.

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Status: Fox Form; HP 13/13
Slyvianna forces herself to stay still as the carnivorous dinosaur sniffs her. "Uh... Hello, there. Gotta warn you, I might bite back," she tells the creature with a smile. Yeah, if there's enough of me left to bite, she admits to herself.
"So, why do we think Celeena Deckland's the one behind the Pathfinder's murder?" Sylvianna asks Dreng. "It's not like Cheliax lacks Aspis agents, deranged cultists, and random demons."

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Devils. Devils are not demons. replies the half-orc. Kontha must recognize your smell. he says in reply to the kitsune's response to Kontha's sniffing.
The last game that they were in there was a kitsune in the group. I figure that she would remember the smell.

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Dreng, is blinking his eyes, responses to Ailing and Slyvianna.
"The agents in Cheliax report that Celeena hired mercenaries from the Devil’s Claw Company, a mercenary organization of failed Hellknights.
We should to catch her and get more informations of them."

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"Ok, for expressing this mission details now. look at that ... "
Dreng lightly taps a bony finger on a map, on which can be seen a section of Absalom with a small corner townhouse circled in deep red."This townhouse is a facade for an underground vault.
The vault belonged to an old noble family of Absalom that was expelled a decade ago - the Decklands.
The family was forced out when their patriarch - a man known as Orias - was discovered to have written documents detailing the city's
defenses, documents he intended to hand over to hostile forces loyal to Cheliax.
The Chronicle indicates that a copy of these documents exist within the vault.""A Pathfinder looking into the Decklands and their Chronicle references in Cheliax was attacked and killed ten days ago.
The thugs made off with a copy of his notes - fortunately, he’d already sent us another.
We have reason to believe it was the work of the Decklands' oldest child, a young woman named Celeena, and she’s the reason this assignment is now urgent.
The fact that Celeena and her forces were willing to kill a Pathfinder for this information shows how desperate they are to retrieve the documents.
If she were able to get these documents and return them to Cheliax, it would undermine the defenses of the whole city, as well as cause the Society undue headaches. Find Celeena, find the documents in her vault, and prevent this situation from turning into one big mess for the Society.”If You have your questions about this mission, you can ask now.
"sorry about being late there were unfortunately many obstacles in my way to this meeting. What will we need to break into the vault? and information as far as defenses?"
Dreng, is blinking his eyes, responses to Ailing and Slyvianna.
"The agents in Cheliax report that Celeena hired mercenaries from the Devil’s Claw Company, a mercenary organization of failed Hellknights.
We should to catch her and get more informations of them."
Do you have a location for the failed Hellknights? or a base of operation?

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Aisling stayed quiet as her teammates asked the questions...it's not her job to ask questions, just to do.
Devils are just as bad as demons... demons are insane, they break everything. Devils are more intelligent, they seek to claim a persons soul for eternal damnation more than just the petty destruction and chaos that demons seek. The hell knights modeled the strictness and rigidness of their group after the devils.
As for breaking into the vault i should be able to handle that, either with some sort of key, or just unlocking the mechanism keeping it shut, should be simple.

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Dreng says to Aisling and Shen.
"I don't know that location. but when the asking to her, it maybe become clear."
"We need to break the vault where she is probably."
FIX: sorry, i miss and fixed.

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> Dulomak
A Cold Iron weapon needs to double costs from a normal weapon.
Normal glaive costs are 8 GP, and a cold iron glaive costs are 16 GP.

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the MAP is HERE
The party arrive at the Eastgate district in the Absalom.
Sitting on the corner of a quiet street, the red brick Deckland townhouse melds in with the middle class buildings in this portion of Absalom.
A small, flickering candle can be seen through a barred window on the building's west side and a single door can be seen on the building's south face.
What to do? How do you enter into the townhouse?

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stealth: 1d20 + 9 ⇒ (18) + 9 = 27
Aisling skirts along the buildings walls, looking into the window to see if anyone is there and observing to see if there are any guards.

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Aisling hears from a back room that the two men is arguing about a card game.
She also finds that the trap of a alarm is set on the window.
The alarm device is inside a room at the window.

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alright then, i'll only be a moment,
Aisling sneaks back up to the window and beings attempting to disable the alarm and open the window
disable device: 1d20 + 8 ⇒ (11) + 8 = 19

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Aisling's finger isn't able to put into the window.
Look closely, The window is barred by simple metal bars.
To enter at the window, someone maybe should break the window.

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Aisling leaves the window.
No go guys, to disable the alarm i'd have to break the window. we'd be better off knocking at the door and ambushing them as they answered

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they were arguing rather loudly, if we are quiet we can get the drop on them. is the door unlocked?
Aisling walks over to the door and attempts to unlock it.
disable device: 1d20 + 8 ⇒ (19) + 8 = 27 if locked, using this to pick the lock

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While unlocking, Asiling finds out a string at the door's top.
This string is connected to the bell inside the door.
The door and This trap are unlocked easily by her technique.

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The party enter at the townhouse and soon meet to three man in a room where furniture scatter.
Two man say party in surprise: "Who are you!?"
At a moment, a man slides a particular floor at the room's corner and jump in there.
The hole(?) where he jumped in is shown at a red area on the map.
It is a time of a battle.
Aisling: 1d20 + 8 ⇒ (8) + 8 = 16
Sylvianna: 1d20 + 3 ⇒ (13) + 3 = 16
Dulomak: 1d20 + 1 ⇒ (5) + 1 = 6
Kontha: 1d20 + 3 ⇒ (10) + 3 = 13
Shen 87: 1d20 + 6 ⇒ (15) + 6 = 21
man 1: 1d20 + 5 ⇒ (5) + 5 = 10
man 2: 1d20 + 5 ⇒ (4) + 5 = 9
The order: Shen 87 > Aisling > Sylvianna > Kontha > man1,2 > Dulomak
Bold names have their turn. Please take an action.
Fix:typo

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Dulomak will point at the man closest to the red square, Kontha, attack!
Kontha will walk up and attack the man closest to the whole, biting him.
1d20 + 4 ⇒ (11) + 4 = 15
damage in case 1d6 + 3 ⇒ (6) + 3 = 9

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on her turn
Aisling moves to intercept, and aims to stab the man closest to the hole.
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
on hit
damage: 1d6 - 1 ⇒ (4) - 1 = 3
sneak attack: 2d6 ⇒ (1, 2) = 3
A rare smile crosses Aisling's face as her Gladius strikes, giving a slight twist as she pulls out readying her next attack she responds
a little late for cursing, give up now i might let you keep you life...

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The man avoided Kontha's clow, and his face came out a cold sweat.
but Aisling's dagger strikes him deeply.
"Curse you!"

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Sylviana fires an arrow at the man Kontha tried to bite.
Attack: 1d20 + 1 ⇒ (18) + 1 = 19 +1 BAB, +3 Dex, +1 Point Blank Shot, -4 firing into melee.
Damage: 1d6 ⇒ 1
Edit, not a potential crit. Confused Rapier and Bow Crit Range.

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Assuming that we are actually hurting enemies and that we haven't just broken into somewhere and are whole-sale slaughtering people that have not given violence or provocation to us.
I will quickly draw my bow, and while having two arrows on the string in a calm voice ask Do not Move, who are you and why are you here
*Delay until after Kontha for trying to talk*
as i say this though everyone around me takes action.
in surprise shen mutters an oh well i guess the fight is joined.
Ill fire both arrows.
Attack 1 for Flurry: 1d20 + 6 ⇒ (2) + 6 = 8 Top guy
Attack 2 for Flurry: 1d20 + 6 ⇒ (6) + 6 = 12 Bottom if i have a shot guy
DM please add any -'s for Kontha (i think hes a medium creature if i remember correctly)(any sort of cover that he gives)

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Many arrows fired by sylvianna and shen go to men as a rain, but an arrow by her hits a man hits shallowly.
Two man faced in anger attack Dulomak's Kontha and Aisling with short swords. "Down!!"
OK, I writed as you say. Is it correct?> Shen87
Top man:
Attack to Kontha: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 3 ⇒ (1) + 3 = 4 if hit
Bottom man:
Attack to Aisling: 1d20 + 3 ⇒ (19) + 3 = 22
Critical hit check: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 3 ⇒ (4) + 3 = 7 if hit
Additional damage of Critical: 1d6 + 3 ⇒ (2) + 3 = 5 if the critical hit

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Please look below.
I must apoologize to you that this game is stoping because one member said to drop out by the Pathfinder Society Rule.
If you find out that member, I wish to you to not blame him so the part of problem is my fault.
At a later date, I make a other session of a other scenario as GM and send the invite message to you if you wish it.
Excuse me.
- regards