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Pinball chants, her fingers crackling with electricity. Then she dashes forward when a gap opens, doing a tiny hop in case the tripped ghoul is going to try and take a swipe at her. Free action to activate boots. I'm assuming based on the description that the big troll isn't currently threatening, as he's lacking his limbs, but I am moving adjacent to him if it matters.
Acrobatics vs ghoul's prone CMD to avoid AOO: 1d20 + 10 + 5 ⇒ (2) + 10 + 5 = 17
Free action to deliver held charge, vs prone ghoul's touch AC: 1d20 + 7 ⇒ (18) + 7 = 25 +1 if Pinball successfully avoided the AOO but I doubt it'll matter
Damage, shocking grasp: 4d6 ⇒ (1, 5, 3, 1) = 10

Our Mysterious Benefactor |

Garret's blow sends the ghoul Davian sprawling. He snarls in pain as he falls, but sees Pinball coming and swipes at her! Claw: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5 for 1d6 + 3 ⇒ (1) + 3 = 4 damage! However he misses by a mile. Pinball manages to touch him, causing an electric shock to go off!
HP 59/74
However, you're shocked yourself when you see Davian's wounds begin to knit shut rapidly! He springs to his feet (AoO from Garret and Pinball) and laughs derisively at the two. "The flies come to the spider! How droll!" He lunges at Garret, his jaws opening impossibly wide! Bite!: 1d20 + 8 ⇒ (17) + 8 = 25 for 1d6 + 3 ⇒ (1) + 3 = 4 damage plus 2 Fort saves!
Manius, then round 3 from Blanmieux, Garret, Pinball and Theleb!

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AOO vs prone: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d4 - 1 ⇒ (1) - 1 = 0 *sad trombone* 1 NL, which undead are immune to.
Pin punches with much less impact when her fingers aren't sparking with electricity.

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Round 3 Holy Weapon Balm (SlingBullet); Undead Slayer; Skull Clan
Theleb takes a 5ft step to get a bead on the Ghoul, and slings a holy bullet into the melee ...
Sling: 1d20 + 1 - 4 ⇒ (17) + 1 - 4 = 14 for Blunt: 1d4 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 9 plus Holy: 2d4 ⇒ (3, 1) = 4 and Reflex Save DC10 or another Holy: 1d4 ⇒ 3 next round

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HUm! This guy have soo much eating Troll that he works like them! Time to be a killer!
Blanmieux use the lance.
I would like to use the scythe... but a ghoul is a ghoul.
attack: 1d20 + 9 - 2 + 2 + 2 + 2 ⇒ (4) + 9 - 2 + 2 + 2 + 2 = 17
dam: 1d10 + 6 + 6 + 2 ⇒ (9) + 6 + 6 + 2 = 23
I think you forgot my reckless stance Theleb you said you wanted it.¶

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I did indeed ... +2 on the attack for 16 and -2 AC for 14

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Seeing Theleb fire up his sling Manius delays a bit as not to block the line of fire
"Let's try to end this quickly"
After the shot is fired Manius moves forward and slashes his flachion at his opponent with an overhand chop
To hit AC ghoul: 1d20 + 11 ⇒ (13) + 11 = 24
Slashing damage if hit: 2d4 + 8 ⇒ (1, 1) + 8 = 10

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Attack of Opportunity vs Prone: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Fortitude 1: 1d20 + 7 ⇒ (14) + 7 = 21
Fortitude 2: 1d20 + 7 ⇒ (15) + 7 = 22
Flurry trip: 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 31
Vicious stomp vs prone: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Flurry for damage vs prone: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
"Gee! Wash your teeth once in a while! That is disgusting!" Garret says before he drops the ghoul again. Unfortunately his follow up strikes both miss.

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"Nicely done, Garrett. Small people unite."
Pinball takes an adjusting step to give Manius a better shot and calls upon the power of storms again.
Moving, rather than 5-foot stepping; it'll provoke if the ghoul wishes to take it.
Casting shocking grasp. Not casting defensively. If ghoul has Combat Reflexes and/or wants to save its AOO for the spell... it gets a shot on me, from prone. Really at GM discretion if it's smart enough to save the attack for that.
Touch attack vs prone ghoul, flank: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Damage: 4d6 ⇒ (4, 4, 1, 6) = 15
A light tap from Pinball's fingers sends another wave of electricity jagging through the undead flesh.

Our Mysterious Benefactor |

HP 7/74
Manius steps forward and slashes at the ghoul, causing it to swear loudly! Garret seems to take no ill effects from the ghoul's bite, then flips the ghoul back onto its back, but cannot seem to get a foot on the squirmy ghoul. Pinball's electric touch causes it to twitch, while Blanmieux's lance opens a grievous wound on the creature! Theleb's sling ball goes wide as the creature writhes in pain!
Once again the ghoul's wounds begin to knit close, while the bound troll looks at you imploringly. Not bothering to rise, the ghoul launches a full attack at Garret, biting and clawing like a cornered rat!
Bite: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17 for 1d6 + 3 ⇒ (3) + 3 = 6 damage!
Claw: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6 for 1d6 + 3 ⇒ (2) + 3 = 5 damage!
Claw: 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9 for 1d6 + 3 ⇒ (1) + 3 = 4 damage!
Edit: forgot the Attack of Opportunity vs Pinball Bite: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14 for 1d6 + 3 ⇒ (6) + 3 = 9 damage!
Manius is up for Round 3, then Pinball, Garret, Theleb and Blanmieux for Round 4!

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Round 4 Spirit Ward
Theleb once again tries to rebuke the ghoul with his spirit ward ...
Channel DC 12: 1d6 ⇒ 5 1/2 damage with save

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"Is that the best you can do?"
Flurry attack for damage: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Flurry attack for damage: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Confirm?: 1d20 + 8 ⇒ (7) + 8 = 15
Additional Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Our Mysterious Benefactor |

Will: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
The ghoul seems less than shocked by Theleb's rebuke, but Garret's vicious stomping is enough to knock it unconscious. Still, its wounds are knitting as you watch. You estimate you have about three rounds before it's conscious again...
Out of combat, but you do have three rounds before the regeneration allows it to wake up again.

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Pinball wordlessly draws a tindertwig and an alchemist's fire, and hands them off to others, but looks at the troll with a sigh.
"....do you speak the common tongue?" she asks the bound and obviously tortured troll. It's an evil creature and Pinball has no illusions over that fact, but that doesn't mean it makes it any easier to consider the inherent ugliness of executing a bound creature that has already endured pain.

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"Let's try if the fire works..if it doesn't we can try holy water"
Manius pulls the corpse away from the troll and pours the alchemical fire over it
In case you want a to hit for that: 1d20 + 5 ⇒ (17) + 5 = 22
Fire damage if needed: 1d6 ⇒ 2
and set on fire for another Fire damage next round: 1d6 ⇒ 5
If the fire doesn't seem to stop the regeneration after the first round I'll be chopping pieces of it while warning the others. To keep him down till we find something that works

Our Mysterious Benefactor |

The troll's eyes don't show any comprehension, just a great deal of pain.
Fire proves to work wonders, as the ghoul's body burns and the last (un)living Davian dies.
A search of the grime and muck in the basement uncovers an ancient handy haversack, but nothing else of much interest.
This ends this Scenario! I will get Chronicles sent out within 24 hours or so and start the next Scenario shortly thereafter.

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"Tsssk, not that much to report down here, I will get to it in any way" Garret says as he opens his own haversack and retrieves his writing gear.

Our Mysterious Benefactor |

What did you end up doing with the troll? Let's end that thread before we move on...
The troll swings slightly, looking at you with imploring eyes.

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"Hmmm, I am uncertain how to proceed here. The troll obviously was a captive but we can't set it free to harass these plant-people can we?"

Our Mysterious Benefactor |

The troll grunts and swings slightly. It seems to be trying to speak, but it's gagged.

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Manius stands close by, weapon in hand....just in case the troll tries to bite Pinball once it's gag is removed.
"Even though it's a prisoner..it's still a troll. I don't believe an inherent evil creature such as this should be allowed to remain free. Unless it's someone polymorphed against their will I'm not sure we should set it free"

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"Agreed ... if we can ensure its evil nature, it would be best to dispatch it now then to set it free."

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Blanmieux (who gonna change for neutral it seem) stop them.
Heu... Maybe we could just wait for him regenrate? And takes him outside? He could be the only one alive to knowledge about the place.

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Pinball waits to see what the troll tries to do now that its mouth is free, but she says aloud, "It brings me no pleasure to kill a creature-- ever-- but especially under this circumstance. Yet the others aren't wrong. That stump of its arm that is burned off won't regenerate; if it survives, it's going to be a cripple, and I doubt it will get much, uh, charitable support from the troll community. It will survive by eating and killing others-- or die a slow death of hunger and abuse by other trolls."
She sighs. "Responsibly speaking, I can't allow that. But I will at least let it try to speak. Every creature deserves what dignity there might be, in its death, and some benefit of the doubt."
She does draw her scroll of comprehend languages, though.

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Blanmieux starts to lose patience.
While you are talking, should be alive, death or healing him, i think that" he grabs "Ghoulfood" and start pulls him toward the exit."this troll would likes some fresh air from outside."

Our Mysterious Benefactor |

I'm assuming someone will ungag the troll so it can speak?
The troll stretches his jaw and licks his lips as if to wet them. In gutteral Giant he says "Let Krog go free! Krog suffer enough from foul things. Krog not hurt you, Krog leave here and never come back. Far far far away. Krog not want be here no more."

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Sense Motive: 1d20 + 6 ⇒ (16) + 6 = 22
Garret has removed the gag from the troll and now looks at his teammates "Can't really fault him for that can we? I say we let him go, there has been enough suffering here."

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Sense Motive: 1d20 + 3 ⇒ (8) + 3 = 11
Theleb rethinks his position in light of Garrett's question ...
"Well now ... I imagine he does want to get well away from this place of pain ... for now. But I doubt there is any oath we could extract that would prevent his return. Still, he is probably not an immediate threat should we set him free, so I will defer to our resident knights on this decision."

Our Mysterious Benefactor |

With the consensus of the group, you cut down the troll. He stretches, watching you as closely as you watch him, then lumbers out and heads away at speed, not looking back or taking any notice of the leshys.
With your finds, you head back to the ship and from there, chart a course back to Absalom, eager to report your success! However no sooner are you back, than you are once again sent to Corentyn, proving no good job goes unpunished!
Nevertheless, you find yourselves back in the Museum, meeting with a calmer Zefiro Ballinger!
Motes of dust float in the air as the midday sun shines through the skylights of the museum roof. Several scholars and students move about the bookshelves and display cases on the main floor and the balconies above, while some are hunched over tables piled with heavy tomes. Zefiro is in discussion with a colleague when he notices the visitors.
“Ah, you have returned. Welcome.” He shakes hands with everyone. “Right, we have that package for you.” Zefiro beckons to a student at a nearby table. “Run up and fetch the Athenaeum materials from my office.” He turns back from the student, though he occasionally glances nervously at the people going about their work around him.
“The ruin you’re about to investigate is certainly a major discovery, and it’s sure to earn great prestige for my colleagues at Egorian’s Athenaeum. A lost colony of ancient Taldor right within the Kharijite province would certainly give our beloved empire a strong claim to the region.” Zefiro steps a little closer and lowers his voice. “I would be very interested to discuss your findings when you return, with a bit more privacy. Come see me here in the evening and we can have a talk in my office.”
Zefiro takes a step back as the student returns with the package. He hands it over to the PCs, “If there’s nothing else, I must get back to my duties.”

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"The Kharijite province? Is that in Cheliax? And why would it give Cheliax a stronger claim to the region if it is of Taldor origins?" Garret asks in bewilderment

Our Mysterious Benefactor |

"Kharjiite is a province in Chelish-held Rahadoum. If they can prove we held it in the past, our claim on it now would be much stronger. The lost colony lies under a ruined Rahadoumi village called Ibhir, which is located a couple of days’ ride southwest from the city of Khari. A collapse uncovered the site as a fierce battle was fought in Ibhir during the Everwar. Centuries later, a forgotten war diary led the Athenaeum archaeologists to rediscover the colony and mount an expedition to exhume it. According to the Athenaeum archaeologists, Taldan colonists established the settlement as part of the Third Army of Exploration, sometime after Corentyn was founded in 1520 AR. This is being pushed personally by Ianareth Alazario. I've only met Ianareth in passing, and she's the shining embodiment of Cheliax’s values." He accompanies this statement with a grimace meant to convey that he doesn’t necessarily intend this as a compliment.

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"I do not have any knowledge of such organizations. I deal mostly in spirits."

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"All-right, and what is in the package? So Athenaeum archaeologists already explored the site? What is our role? Why do you think there are things they missed?"

Our Mysterious Benefactor |

The aide comes back in with a small package. Zefiro takes it and hands it over. It contains: an official document that authorizes its bearer to inspect the archaeological site, a map of the Kharijite province that has a route to Ibhir marked on it, and an archaeological report that details the discoveries made at the site.
It also contains a note. It reads: "This is a report of the notable archaeological items discovered in the lost colony of Taldor—estimated to have been established shortly after the founding of Corentyn in 1520 ar—uncovered by the Athenaeum in Kharijite.
Item 1: Ancient broken Taldan clay pots.
Item 2: A ruined building manufactured in ancient Taldan style.
Item 3: Four Taldan statues depicting the founders of the colony.
Item 4: Two golden lion statues.
Item 5: A large statue of the god Abadar."
Note in google slide.

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Sorry, I'm slightly confused OOCly so just making sure I'm understanding things correctly: the colony was founded by Taldor. But, in the history of Golarion, Taldor was the parent empire of Cheliax, which rebelled and broke away from Taldor. The colony is in Rahadoumi land currently already held by Cheliax...? So why does Cheliax need to prove a stronger hold on it (if they already hold it)? Is the region contested with Rahadoum militarily? Secondly, how does the finding of Taldan artifacts bolster Chelish claim to it? That's kind of like America finding British artifacts and saying that bolsters America's claim to the site. I recognize the scenario itself may do a poor job explaining that, but right now the set-up doesn't quite make sense to me and I'm not sure if that's my failure or the scenario's box text not being the clearest. And we are meant to promote ourselves as Chelish officials/archaeologists from the Athenaeum, it sounds like, in order to gain access?
Pinball's face draws into a very unhappy frown. "Going into Rahadoum!" she mutters. "Ugh. Irori won't be welcome there. And I honestly don't particularly want to pretend to be Chelish in any context. Double-ugh."
She rubs at her face. "Fine, I suppose. So we're needing to look at the list of items already mentioned, studying them further? Pity none of us know anything much about history, I don't think. I certainly don't."

Our Mysterious Benefactor |

Sorry, had a kid sick with strep. Back to the grind now. It's disputed ground. Picture a bit of land between Canada and the States. Say it's been Canadian land for a long time, but the US suddenly claims it. If the US found artifacts indicating that George Washington once lived there, it would mean that historically, it was US land and the Canadians stole it. Not the other way around...
Since Cheliax was once a part of the Taldan Empire, if they can prove there was a Taldan colony, it shows they have a historical claim.
You are given berths on a Chelish warship that patrols the bay between Khari and Cheliax. Aside from the Chelish navy not being at all happy to transport civilians, (and non-Chels at that!) your voyage is uneventful.
The Chelish frigate cuts through the waves by the Arch of Aroden as sunrise paints the harbor of Khari red. Vessels from all around the Inner Sea are moored at the docks, waiting for their cargo to be unloaded or for new goods to be brought aboard. The city spreads around the bay, with sandstone buildings and twisting minarets marking its Rahadoumi origin now emblazoned with red-and-white banners of Cheliax.
Most of the inhabitants dress in a Garundi fashion of colorful robes and billowing blouses, but occasionally a regiment of Chelish soldiers or a Hellknight parts the crowd. Several openair markets fill the city with clamor as merchants and patrons haggle loudly under many-colored stalls.
At one of the stalls, an exasperated man with an Osirian accent complains loudly, “It would be bad enough if it was just the damned dockworkers who take their time unloading my goods, but now I have to wait for those infernal bureaucrats to grant me a travel permit to even leave the city. I swear I’m about to lose my mind with the incompetence of these people!”
The Society has provided you with basic archaeological equipment (picks, shovels, brushes, sacks, parchment tags, and notebooks) and sufficient funds to cover essential expenses and purchase mounts; they can keep anything left over as a bonus. You may gather information and prepare for the journey as you interact with the local people, but before you leave the city, you must acquire a travel permit.

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"Right ... I guess we should check in with the local authority, then start asking around to see what folks know about this site?"
Diplomacy (Aid Another): 1d20 + 1 ⇒ (7) + 1 = 8
I must be rubbing folks the wrong way; nobody seems happy to talk with me.