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Shhh, Take it easy Junia. We are here to help.
Gather your strength and let us know how you came to be here. You are safe for now, and my companions have committed to keeping you zat way.

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"Let her keep the ring for now, before she disappears on us..."
Urbar says after Ery announces his discovery. He remains in the back, not wanting to scare the child any more that Ery already did.

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Ery sense accusation from Urbar and glares his verdant, tea sipping stare.

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"We have a inimate relation with dealing with the undying. They have been dispatched." Ery sips his tea, quickly looking around.

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"It's a dangerous place for you to be. What were you doing here?"
The gruff ranger asks, confused as to why the child would still be here after all this time.

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What monster found you dear? Can you describe it?
Look her over to see if she has any bites or anything.
It could be the ghast, but something seems off about this whole thing. I hope it's not the crazy father.

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Ery sips his on his tea then realizes he's being rude. Quickly, he produces another cup and slides next to the child, offering her a cup. Saying nothing.

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Fiona approaches Julia with a sad smile and wraps her arms around her to soothe her while stroking her hair. "Don't worry child, you're safe with us now. Nothing will harm you anymore. I promise we'll get you out of here quickly."

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Gwen allows Fiona and Tereze to soothe the poor child, feeling like she would frighten the poor thing more than soothe. Instead, she keeps an eye out for any more potential enemies.

StephNyan |

Junia describes there was a cloud of shadows that boiled in the air, with a skeletal maw that eerily babbled and claws that manifested from the darkness. Tereze realizes this must've been an allip; an incorporeal type of undead able to drain a target's wisdom with a touch.
Further questioning reveals Junia was playing in the necropolis's halls, which she and her classmates had discovered. When the earthquake hit, Junia and her friends ended up trapped inside. When her friends began to starve, Junia did not. As her friends became weaker and less able to continue their search for a way out, Junia snuck away from them and hid in an empty sarcophagus that was unsealed by the great quake, desperately seeking an escape from the misery of her dying friends. Confused, increasingly frightened of the darkness beyond, and lacking hunger or thirst, Junia stayed in her hiding spot until she was found by the roaming allip. Its merciless attacks completely drained her wisdom and Junia laid here in a nightmare sleep, her body preserved by the magic of the necropolis, for 10 years. Only the ruby salamander ring kept her alive.
There's no sign the allip's still around, even with detect undead.

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Ery remains silent. The thought of such a torture by an angry spirit caused pity and sorrow to wash over his eyes behind his cup.
"Let's get going..." Ery mentioned, motioning toward the out.

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"Yes, let's get you out of here."
Urbar says to the child.
"Shall we go to the man with the class?"

StephNyan |

You head back the way you came, with one of you carrying Junia. when you ask Marlinchen if he's ready to come with you, the disillusioned man replies, "No, I'm going to stay here with my daughter. She's having such a good time!"
Marlinchen smiles brightly as he sits on the cold floor, watching the spirit of his daughter tell stories to the other spirit children.

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Tereze examines Marlinchen and tries to determine if he was also the victim of the allip and if he can be healed to cure his addledness.
Heal: 1d20 + 4 ⇒ (8) + 4 = 12

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The whole situation has Gwen at unease. "How has this little girl not aged? I don't understand how that's even possible?" She whispers to Fiona.

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Fiona shudders at Marlinchen. "He's definitely not doing very well or thinking very clearly. We should help him, otherwise he might stay here and die for no good reason."

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I have no idea how to help him... He is just heartbroken.. Tereze says with great sadness.

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Urbar shrugs, not really caring if the man stays.
"The girl is the priority... The man can fend for himself."
He says gruffly.
"Shall we return her to her mother then?"
The ranger says as he moves for the gate.
"Or do you have any other ideas?"

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Gwen appears torn between the options. "Well, we still have a job to do for the Society. We cannot neglect that, but we also cannot drag this poor thing along with us in the event we run into more undead."
Is there anywhere we have not yet searched?

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Ery makes his way toward the 'out', Slurping loudly as he goes.

StephNyan |

You've searched the entire place, and there's nothing left to do but return and finish the mission. The only decision I need you to make is whether you do or don't leave Marlinchen down here.
I see Urbar and Eryzule are in favor of leaving Marlinchen down here. If there's anyone who is opposed to this, feel free to act.

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"The crazy man wants to dissolve into dust with his daughter." He says, echoing down the hall with a merry skip.
"Far be it from us to stop a suicide."

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"While i think everyone should be free in choice, it is unfortunate to see a man fallen into such delusions from sheer grief.
Even if we bring him back, and get him admitted somewhere, he'd probably die from grief over not seeing his little girl there too, or turn violent against staff to get out and go back here."
Somewhat in favor of it, but feeling sympathetic.
"Unless one of you knows something -really good- to help him get rid of his mental state, leaving him might be for his own best, at least in his own world."

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Ery stops. Puasing right before he would disappear beyong the corner. Turning, the elf looks to Locke and approaches with an ever growing smirk stretching across his face.
"Ah, I see the predicament. I know just the people to fix this whole...grieving thing." Ery Slides past Locke with a nod.
"If we're converned he'd die form grief, then allow me and mend his broken soul and stitch the thrashed mind."
Ery kneels before the gentlemen placing a hand upon his shoulder.
Whispering into the man's ear, Ery offers a variety of words in an effort for him to join him a place that could offer solace. For both he and his daughter.
Diplomancy: 1d20 + 17 ⇒ (9) + 17 = 26

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"Leave that in the caring hands of the priests and priestesses of Calistria. We'll take care of it." He gives a warm smile and offers a hand as he takes to his feet.
Diplomancy: 1d20 + 17 ⇒ (15) + 17 = 32

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Fiona quietly makes an arcane sign towards Marlinchen, then approaches and stands next to Eryzule. "We understand your grief, and are truly sorry for your loss. Believe me - I know how you must be feeling now. I also lost a loved one, and it pains me to this day, many years afterwards. But that doesn't mean you have to give up everything else. It's better for you to come with us now, Marlinchen. Don't stay here by yourself, just follow us and we'll take care of you."
Charm hex, DC 16 vs. Will or improve his attitude towards us by one step.

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Gwen shifts silently while carrying the young girl they found in crypts. "I do not know anything about fixing a broken mind. That is beyond my skills. I hate to leave him here to die alone in this place, but also... who are we to deny him what he wants?"

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Urbar remains silent, not caring if the man stays behind or not.
"Don't care either way."
He adds to the discussion, not understanding the problem.

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Tereze holds her hand out Come sir, We will help you both.
Diplomacy aid another: 1d20 + 12 ⇒ (16) + 12 = 28

StephNyan |

"You'll make sure she comes with us?" Marlinchen asks.
He gets up and hesitantly follows you. As he walks into the corridor, Marlinchen looks behind him at the spirit of his daughter. "I'll be right back, dear. These kind people are going to help us."
You exit the necropolis the way you entered it and split up, with one group escorting Marlinchen to Calistria's temple and the other group bringing Junia to the Dacilane mansion.
Feel free to roleplay what your plan is with Marlinchen. I'll adjust accordingly.
Please do post any Marlinchen related roleplay in spoilers, so we can meanwhile continue the present timeline out of spoilers.
Conclusion
Returning the barely living body of Junia to Lady Dacilane has several repercussions: she’s naturally overwhelmed with joy and sends for the best clerics of Asmodeus at once to see to her daughter’s recovery. Lady Dacilane alters her previous reward and promises to assist you in the future if you ever have any need of information about the aristocrats of Absalom — a small gesture, to be sure, but a very generous one in the mind of Lady Dacilane. The other parents, upon hearing that there was a miraculous survivor after all these years, mob the Tri-Towers Yard in an attempt to gain access to the necropolis. Absalom’s city watch is called in to quiet the disturbance and sends in a team to search for additional survivors. Of course, there are none.
When you've all gathered afterward, you return the ruby ring of the salamander to the Pathfinder Society. The Society is naturally pleased at acquiring such an important artifact and Venture-Captain Drenge thanks you for your service.
The end! Please all roll your Day Jobs!

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With some of the team talking to the broken man, and taing him along, Locke's left observing the scene.
Take 10 for 18.
But Gwen's mood can't be missed, and Locke moves over.
Standing next to her as Marlinchen is guided along, the masked face turns to her.
"It's everyone's choice to have them. Loss of any friends or family is hard whatever the circumstances.
Yet, are you saying there's not even a tiny bit of you, that would want to have a bundle of cute in your arms? Even if it is with...hehe, our resident playboy."

StephNyan |

The next day you spot Marlinchen walk back to the Drownyard, together with one of the clerics. Marlinchen sees you too and waves. "We're going to visit my daughter again!"
Often when you're back in Absalom and near the Drownyard, in between your missions, you can see Marlinchen walk to or from the necropolis with the same cleric. The broken man looks happy, and when he sees you he always approaches you with a cheerful story about how he visits his daughter daily.

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The first time Gwen spots Marlinchen being escorted by the clerics she wonders if the cleric is going with him to free his daughter's spirit, but then the second time she realizes what the cleric is doing for the man. In an uncommon display for her, hugs Marlinchen and the cleric. "Thank you." She whispers to the cleric. She then quickly rushes away with tears streaming down her cheeks...
From that day onward, she always tries to make time to find Marlinchen after he visits with his daughter and listens to his stories with a big smile on her face.

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Locke can't help but chuckle, this turning into a slight soft laugh.
"Point taken, he would make for an odd sort for a rolemodel of a father."
Calming down....
"Anyway, Mary had left me a little box of strawberries this morning.
Maybe a few will cheer you up, and we call this crypt roaming a day."

StephNyan |

The following two days you spend training to defeat the dragon, which you'll have to defeat in little less than a year. Two of the three deans of the Pathfinder Society are present to aid you in your training: Master of Spells Aram Zey and Master of Swords Marcos Farabellus. With their guidance you learn a couple new ways to use your spells more effectively, and learn to better spot openings in an enemy's defense.
After the second day's training Venture-Captain Ambrus Valsin approaches you. He's been watching you train for some time, same like the day before. "I see you've picked up some tricks since I watched you yesterday. Good! Now, about something else... I've got a new mission for you. You'll get the details tomorrow, from Venture-Captain Moldreserva. Meet her in the Lodge's great hall tomorrow morning."
There's some more small talk after that, and once Valsin and the deans are gone you head to the Final Farewell for some drinks.
0-08 Slave Pits of Absalom
Venture-Captain Alissa Moldreserva, a fiery red-headed woman who climbed from the depths of Galtan revolution to become one of the Society’s finest (and most well-connected) Venture-Captains, stands in the great meeting hall of the Grand Lodge in Absalom. She stares down her hawkish nose and sighs.
"I ask for the best and they send me you. Lucky me. The Society’s best contact in Osirion, Grand Ambassador Dremdhet Salhar, informed me this morning that his lovely Chelish wife, the Lady Anilah Salhar, was kidnapped and sold into slavery.
"Normally, I wouldn’t care a bulette’s eyeball about who was or was not enslaved in Absalom, but Salhar is the Society’s best avenue for acquiring all of the necessary official paperwork to make our frequent delves into the tombs of Osirion cheap and legal. This is a relationship we want to preserve and since the Ambassador made it clear that our status is in jeopardy, I’ve been instructed to send our best agents to find her and return her safely to Salhar.
"I guess you’ll do.
"Salhar hasn’t sat idle since his wife was taken — his own agents are prowling the streets and dug up one possible lead. A one-eyed Andoren, a grit junky named Fredrik, is known for selling or helping to sell nobility into foreign markets that desire house slaves. Being enormously illegal, this trade makes Fredrik a fair bit of coin that Salhar’s agents assure me all go straight into the pockets of the Second Chance, a grit den dockside in Puddles. That’s all I have to get you started. Go quickly. The fate of our Osirian exploits is in your hands."

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Locke narrows eyes in disgust at the VC's words about slavery being nothing.
Sure, it is a common thing, but Locke despised the practice nonetheless.
All that political BS connected to slavery.
Prior to heading out, Locke buys three torches, flint & steel, and lamp oil.
1gp, 1sp, 3 cp.

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Tereze is saddened to hear of the Lady sold as a slave, but is not shocked.
As long as it is legal someplace in the inner sea, I doubt the slave trade will ever stop.
She is ready in a short time and waiting quietly tapping her toe as the others gather.

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Urbar sits at the back, as always. He is absent-mindedly scratching Ulfa's ear whilst half listening to the briefing.

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Gwen listens with disgust about the slave trade, which is one of the worst parts of Absalom... she grins when they find out their first target is a one-eyed junky. "He will tell us what we want to know or he'll no longer be known as one-eye..." She cracks her knuckles.

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Tereze looks in irritation at the water she is splashing through to get to the tavern. I guess it's better then the sewer again.
As she sees the tavern she says:
Does anyone else zink he will run if we all approach him at once? Do we want to approach in force and have a small group in back to catch him if he tries to run, or be more discrete?
She glances at Ery worriedly as she says the last.

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Urbar moves to the side of the building.
"I'll go out back, block that exit. you go inside, if he runs I'll cut him down."
Ulfa silently follows behind him. They both take a spot behind the tavern in a spot where he can overlook any escape attempts.

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Gwen shakes her head. "Urbar, we need him alive... Not sliced into ribbons, just remember that. I can cover another of the rear exits. I'm not very good at talking anyway."