
GM Aarvid |

Varg rushes into the room, following the trail of party members, turns the corner to find Celeena standing with a wand (and a deer in the headlights look). The barbarian screams in rage and brings his axe with a mighty swing down on her head, nearly decapitating her.
She drops to the floor spraying blood over everything...
3-Flinders is up

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After hearing the screaming quickly cut off after a wet slice of an axe, followed by a body falling to the floor, Zynep calls out in horror.
"VARG NO!"
Zynep rushes into the room and channels positive, healing all of those caught in the burst.
Channel Positive Energy: 2d6 ⇒ (6, 6) = 12
Varg, do you have a T-shirt or Portfolio re-roll to try and negate your crit?

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Maps starts at Zynep's frantic call. Well he either just killed someone, or urinated on the furniture. That's what happens when you let beasts and barbarians in the house.
Will Save: 1d20 + 2 ⇒ (6) + 2 = 8

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I am soooo sorry guys...I did not think that I would ever have to apologize for such an epic crit, but it is the nature of the beast that is Varg. I do have a reroll Portfolio, but only if she was undead, through Pharasma's Blessing.

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I forget, were we supposed to keep her alive, or was that a Faction mission?

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I do not beluive that it said NOT to kill her, but yes faction Missions hold some sway here. This is what we were told:
"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."

GM Aarvid |

Zynep is able to rush in and calls on divine healing power to close the major axe wound. She manages to stabilize the young woman who was was saying something like...
"Mother? ...Father? I must....must walk towards the light...but why...why is it ...red? Those are...not angels...sooo weak... wait...why would there be...imps in Elisium? Oh #}%{]* ...wait, new plan....run from the light. "
And she regains consciousness...

GM Aarvid |

Her toughness feat saved your faction mission. Still, sorry not much of a fight from her, but hard to role play around a severed major artery in the BBEG .
* out of combat*

GM Aarvid |

Searching her, you find...
A potion marked CMW, 2 used scrolls, magic wand;
Fine shortspear, magic cloak, magic ring and family notes she has in her backpack.
Searching the room...
The Deckland Family archives contain all the stored
knowledge of the family prior to their expulsion from
Absalom. While it lacks much of the infernal lore the
family acquired in Cheliax, the collection of information
stored inside the archives is one of the most extensive
in Absalom’s history. A portion of the archives has long
since rotted, but the vast majority of documents survived
the long centuries and can be examined with careful
study.
Each of the shelves in the room is 10 feet wide and
twelve feet high, made of solid stone,

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Zynep performs a quick, silent prayer of thanks to Calistra. If Celeena is still KO'ed, Zynep will ask Varg, very kindly, if he would mind carrying her back to meet our mutual friend.
If Celeena is awake, Zynep quickly casts Enhance Diplomacy, Eagle's Splendor & Bit of Luck while she is being searched. Once they have a free moment, Zynep comes up to her like a mother tending a scared child.
"Now that was a bit of trouble you almost got yourself into, deary. Good thing I was around to look out for your well being. Men nowadays hate to be showered in golden glitter and rainbow sparkles. Come, let us leave this place. Now is a new chapter in your life. We have places to go, and people to meet. I will walk with you out."
Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23
Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17

GM Aarvid |

"Who, what? Are you...did you bring me back from the horrid red lights and devils?"
She is barely conscious (staggered actually) but can speak, in a sobbing, defeated tone.
"I suppose I should thank you...although your friend with the axe is not much of a house guest. I have failed my mission and disgraced my entire family. There is nothing left to live for now."

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For the minute or so that Maps remains blind he steps about carefully, but his firearm sweeps dangerously towards any sound until someone gives him the all clear. When his sight returns he walks past Celeena and Zynep with a scowl. Murderous one moment, nursemaids the next. Magic must warp women's minds, because these two are mad.
He shakes his head and approaches the shelves. If knowledge is power this cache would surely increase the influence of the Ruby Prince. And buy more secrets from the Sage.

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"Yes, yes I did. You have a greater purpose in life, the cards have foretold. For a moment, you have been shown where your eternity will lead if you continue down this path. Devils and hellfire. I give you the chance to travel down a new road and new beginning."
Nodding over Verg, "He has always been an 'axe-first' kind of man. Definitely someone you want on your side in a bar fight though."

GM Aarvid |

"Well...I suppose." - She sounds unconvinced. Then looks over the group...
sc: 1d20 + 8 ⇒ (12) + 8 = 20
"Besides, my heart told me I should not trust the Devil's Claws...or at least not the mercenaries that you look like now. What did you do with them, if I may ask, and Janks? Him I should have never trusted. Ruined...my life is ruined due to misplaced trust!"
She looks at you and Maps suspecting some sort of disguise since you do not sound the way you look.

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Zynep dispells Disguise Self.
"I did want to meet under more peaceful manner. As for the man called Janks, he is no more. The rest have disbanded, leaves in the wind. They too felt the same their leader: a greedy, little man. None of them will harm you any more. You have been wounded, child. Time will help with that."

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A soft noise comes from Maps as he leafs carefully through a stack of scrolls. It might have been the sound one makes when making a discovery, or it could have been a stifled laugh.
Not sure you can dismiss a spell cast from a wand. Either way he remains disguised.

GM Aarvid |

Celeena Deckland nods, apparently no longer worried about her former life and associates.
She looks up and asks with a half smile, or smirk at the end.
"So what happens now? I don't suppose we can just go our separate ways and call it even? No? I was afraid not."

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Varg simply sits back on the floor of the room, breathing heavily, while the others search through things and Zynep heals the woman that he nearly decapitated. As he catches his wind, he thinks to himself.
Wow, almost blew that one for Taldor! it appears that Zynep has things well in hand. Now, if I can just get myself moving, I can tag along.
Varg raises slowly, cleans his axe on his pantleg, and follows after Zynep.

GM Aarvid |

Let me know if anyone has any other special actions...feel free to continue the dialog here.
Celeena waits while the party searches the remainder of the Deckland Family Vault and library. Nothing really of value remains other than what was found already on the mercenaries or her.
When the party is ready, she follows them back up to the city and does not put up any resistance.
Epilogue
Varg and Zynep are contacted by their associates and will be asked to ensure that Celeena survives as they need her to meet with Taldan representatives before she’s imprisoned for treason.
Alan and Zantir are notified that the two Devil Claw mercs met up with the contacts and made arrangements as specified.
Flinders and Maps return items found from puzzles, traps and storerooms to their respective contacts.