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Race charges the creature, activating arcane strike along the way.
Charge scimitar: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Confirm: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Damage: 1d6 + 3 + 1 + 1d6 + 3 + 1 ⇒ (3) + 3 + 1 + (2) + 3 + 1 = 13
His blade cuts deep and flashes with light as it makes contact.

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MA: Draw Light Crossbow
Crossbow Attack Akkuret: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
Shael was overly smug with how it turned out, however as she took aim she found herself unable to aim accurately as Race and Akkuret fought. Her bolt went wide followed by a dissatisfied tsk as she worked on reloading...

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Mort moves in between some pews and shoots and arrow in the creature's arm. After he's moved in closer, Jorus shoots a bullet with his sling shot. Sadly, Jorus his aim is off. The same's true for Shael bolt, which hits one of the pews instead.
Chilly forgets he's still in one of the pews when he tries to charge the creature. As a result, he doesn't move.
Race charges the creature, and cuts its throat open with a powerful swing of his scimitar. The faceless creature drops to the ground.
When you post, update the map. I you can't, at least describe your new position.
Combat's over, and the map's updated.

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Mort goes back to Ionnia's side to make sure she's ok.
He looks at Shael, "Looks like you need to learn how to use a bow, cousin" he mockingly tells her.

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Shael chuckles at Mort. "Cousin? Hardly. Ugly doesn't run in my family and if we are having a contest then you best up your game Mortimer. As it stands my count is four to one." She reloads her crossbow before shouldering it once more.
She moves to Chariko then, blatantly ignoring Mort as she hums a tune to herself. Once she reached the Cultist she checked to see if she is okay before politely saying. "Well I believe we should be heading to Dalsines Mansion. Yes?""

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...then, blatantly ignoring Mort as she hums a tune to herself....
"Oh you like music too? I bet we could get into a lot of TREBLE together."

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"I'm fine, thank you," Ionnia says as Mort comes to check on her. Her eyes briefly move from Mort to Shael.
Are they family? Or do they... like each other...?
Oric checks to see if the faceless stalker is truly dead, and concludes it is. He also notices a potion of cure light wounds and 45 gp in the stalker's pocket. Of course there's also the masterwork scimitar the creature held in its hand.
Marcian stands up and looks at Charito, who returns his look with a nod. "I will give you the directions to Chalfon's manor," Charito says, and does so.
"This is goodbye," Marcian says after Charito's done giving you instructions, "Akkuret was our leader. The real Akkuret is probably dead... We're no longer safe here. I know someone trustworthy who can get us on a ship, and will take us out of the city. Muesello told me of this man before you arrived."
The cultists decline any further help from you, stating that you have already done more than enough. They get ready to leave. Ionnia hugs Mort, confused and emotional. "Will this be farewell?" she asks him.
One of the cultists that had been around the campfire walks up to Oric and Race, while the others who'd fled also re-enter the Vault. The cultist gives Oric a potion of lesser restoration. She gives Race an illuminated Kelish manuscript of key passages from Sarenrae’s most holy text, The Birth of Light and Truth, worth 150 gp. "These are for all of you to share. We don't have anything else to give you. I hope you can use them."
I'll give you some time to play out this part of the story. Also, share the items you gained. Keep in mind everything gained in the scenario will disappear when it's over, so make use of it while you can. Once you're ready, we'll move on.
I updated the map.

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Mort hugs Ionnia, "it won't be if you can get me the name of the man Marciano is referring to and the name of the ship. Even the name of the city will be helpful."

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Shael shakes her head and dismisses the touching seen of Mortimer and Ionnia. It reminded her of some tragic play she read about. She instead nods her thanks to Chariko. "I hope for your safety in the days ahead. Will you need us to escort you to this ship?"

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Oric picks up the scimitar, potion and gold from the body. Turning to race he proffers the scimitar and potion. I think you will make better use of these than I will. I am by no means an expert but this appears to be a fine blade. Plus if I should fall that potion is the only healing we have.
As the cultists approach with their gifts Oric turns the graciously accept the potion. I am sure we will make good use of this in our rescue.
As the cultists move off Oric turns to Race. I would very much like an opportunity to read the manuscript if you wouldn't mind.
knowledge(local): 1d20 + 7 ⇒ (7) + 7 = 14

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When the party's ready they set out to Chalfon Dalsine's manor. Ionnia waves Mort goodbye, tears in her eyes as her prince charming leaves for the battlefield.
Dalsine Manor
Equipped with the location of Chalfon Dalsine’s home in the Senate’s Hill district, the party has no difficulty navigating Oppara’s night-shrouded streets. Dalsine Manor is a modern, two-story structure set back from the main road and surrounded by a twelve-foot brick wall. Its main gate is shut and guarded, but through it can be seen a well-kept garden surrounding the house. A carriage covered in gold filigree and inset with gems stands parked inside the gate, while another, constructed of modest wood with drawn shades, waits just outside the gate.
Next to the cariage of modest wood stand two small groups of guards, both groups in different attires. The two are having a heated discussion.
No map for this part.

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The Pathfinder overhear the conversation from a distance. Apparantly the guards next to the cariage demand access to the Dalsine manor. They work for the lady Pasha al-Jakri, an important person within the Qadiran faction of the Society. Chalfine's guards refuse to let al-Jakri and her guards enter the manor's grounds.

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Perception - to hear what guards are saying and other quiet ways into the manor: 1d20 + 5 ⇒ (10) + 5 = 15
Shael watched the two groups argue, her tail moving ever so slightly as she calculated the risk of inciting a fight between the two groups. She looks at the guards faces seeing if she recognizes any of them as the ones that attacked earlier tonight....

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"Let me see what I can do. You guys try to figure out a way in a sneaky like, while I work the guards. Maybe they'll be distracted, or maybe they'll let us in."
Mary will walk up to the guards in a slightly seductive manner, but nothing totally unbecoming someone of her position. "Good evening fellow soldiers." Mary suddenly trips over her own feet, falling down. Mary gets back up. "I think I tripped over horse crap. Great. Anyways, is that Lady Pashe El-jakarah? Oh my. I mean, Lady Pasha al-jakri? Hard name. You know, as a paladin of Abadar, I've always wanted to meet someone of such renown in the Qadiran faction. I like their way of doing business. Can you introduce me?"
Smooth talking diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8 I've changed the diplomacy text because of the poor roll

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Chilly's eyes goggle somewhat as he watches a paladin act seductively. never thought I would see that, most pallys are a bit...stuck up. He waits to see if this actually distracts the guards.

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Race accepts the scimitar, wrapping his own up in the stalker's coat or shirt and tucking it into his pack. He also carefully tucks the potion away.
Seeing Mary's display, Race rolls his eyes. "I'll cover Mary. The rest of you find a way inside."
Race waits to see how the guards respond to Mary before proceeding, however.

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Shael's knuckles cracked as the Paladin moved off to pull her stunt. "I will stay with Race." She had a few more tricks but soon she would be useless...
She growled through her teeth quietly as she made sure her crossbow was out and ready...

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Oric will walk along the wall to look for another way in. As he goes he prepares his rope, attaching a grappling hook and adding knots at appropriate intervals. If he makes it opposite the main gate without finding a side entrance he will stop and listen for patrols on the other side before finishing the circuit. Once the rope is prepared he will put it back away until it is needed.
Perception: 1d20 - 1 ⇒ (16) - 1 = 15

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Shael and Oric both notice the walls don't have spikes or anything else that could hurt them on top. They don't see any patrols, and there's no other entrance than the front gate. The walls are 12 feet high and look like they can be climbed, although it appears quite some effort is required.
As Mary walks up to the guards they initially don't even notice her. It is only when she trips that a few guards notice the attractive young paladin, which is when she's cussing about horse crap. "No, you can't," one of the guards rudely replies when Mary asks if she can see Jasha al-Jakri.
Another guard whispers something about that being al-Rakri's own decision. While most guards continue to discuss, the friendlier guard walks up to the cariage. "Lady, there's a paladin who'd like to meet you."

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Some time passes, but there's no reaction from the lady. With hesitation the guard that tried to introduce Mary to al-Jakri opens the cariage's door. The cariage is empty, and the guard stares at the empty interior with a horrified expresion. "She slipped out..."
"Huh, what?" one of the other Qadiran guards asks, and walks over to check the cariage. His conclusion after looking into the cariage is simple ans short. "Crap..."
By now the Taldon house guards have noticed something's going on, and one points at the cariage. The house guards can't see into the cariage from their current position.

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"You know...I know some folks who would be willing to help find her! If she's slipped your notice, no telling what kind of terrible punishment you'll receive. Best let me and my friends assist so you avoid that punishment."
Diplomacy to Help the Poor Guards: 1d20 + 7 ⇒ (1) + 7 = 8 lol, again

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The half-elf moves around the manor's walls with Oric and Shael trailing behind them. While they look above and for patrols he searches the walls themselves for any hidden entrances.
Perception:1d20 + 8 ⇒ (7) + 8 = 15

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"Well, okay, they don't need to know, but if you don't let me and my friends in, some of whom are watching me, they will be told. I'm a paladin after all, and I can't lie. I can however, be quiet if you get us in the same way."
Diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10 Seriously?

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Bluff: 1d20 + 5 ⇒ (8) + 5 = 13
Mort's been eyeing Mary the whole time, he approaches the group and stands next to her, "Yeah, we just need in. No harm in working together."

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Shael sighs having enough of this and walks upto the wall they were having a hard time getting around. "Someone give me a rope and a hook. I'll get us in. Or I can distract the guards take your pick." She was very impatient. She makes sure she is in a spot, if possible, where the guards can't see her...
Perception, any indication on the thickness of said wall?: 1d20 + 5 ⇒ (13) + 5 = 18

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Once she gets a rope and grappling hook
Shael gives the corner of the wall a good look to ensure it isn't ten feet wide at the base before laying her hand on the broad wall. "Here goes..." She unleashes her will, peeling back the layers of reality as she attempts to press through dimensions. The wall starts to waver like ripples on a pond before her palm...
MA: Use Dimensional Slide (1/2 arcanist points used. May move Up To ten feet in a given direction per arcanist level. So if the wall isn't 10 feet thick she could slide through it and to the other side.

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the paladin turned seductress, and we are jumping a wall. chilly looks at shael and asks
so would you like a boost?
aid climb roll: 1d20 + 2 ⇒ (12) + 2 = 14 add two to your climb roll

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Race comes out of the shadows and joins Mort and Mary.
"Why are they not letting you in? Why are you here in the first place?"
Diplomacy aid another: 1d20 + 1 ⇒ (5) + 1 = 6
How hard would it be to change the horses' hitches so that they were facing the carriage instead of away from it?

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The grounds within the manor’s walls are well tended and decorated with small statues, topiaries, and the occasional bench. Everburning torches burn inside colorful lanterns from many of the grounds’ trees.
While the guards are distracted by what's going on at the gate, the Dalsine guard dogs are not. As you appear on the other side of the wall, a small pack of four territorial hounds come from all sides, attempting to put themselves between you and the manor house.
Use spoilers directed at me while you're separated from the others. The dogs are in between you and the manor, but are currently not attacking you.
"So what's your plan, if we were to distract the house guards?" one of the Qadiran guards asks Mort and Race, "The lady has business with Dalsine. I expect she went to find another way in, and we have to go after her to protect her."
@Race: You'd have to roll Handle animal for the horses, and the DC wouldn't be that high (though it's trained only). However, the guards would've to be blind to not see you untie the horses, turn them 180 degrees, and tie them back up.

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"Then I suggest we get you in there. If they won't open the gate, then we'll have to break it down, perhaps with the assistance of this nice strong, sturdy carraige."
Blind isn't a problem, when stupid is always an option. :)