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Woohoo! We did it, guys! Where to next?

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Thanks for a great game GM Fez.

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Nice job everyone! The thing that has impressed me most is Scion of the Fallen Empire. That feat is a beast, and I think helped a lot with all the skill checks.

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At our level, where we usually don't need swift actions and frequently don't make more than 1 check per round, it is very close to a double strength pale green ioun stone in power.

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Marcus you should be 2nd level now right? I'll have to check if this one makes me 5xp or 6xp... 3rd level cleric would be AWESOME...

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Yup! I'm going to be 2 after this. Will be taking a drill sergeant level, probably taking shield wall as his bonus feat.

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Marcus, would you want us to hold up a bit while you play a module or something at your local lodge?
Then you would be level 3 as well.
Marcus is invaluable with skills, so him being a level lower is not a problem at all as far as I am concerned, but I could wait a week or two if you wanted to catch up.

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I just looked... I'm just at 5xp including the one we just did...
so just level 2... which means we can start the next one now... :)

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Unfortunately, I don't really have a local lodge. I occasionally can get a live game in while visiting family, but not with any regularity. I am, however, doing my first PBP GMing right now, so I should have GM credit I can assign to him soon.

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I'm afraid I am going to need to bow out for the next one. I have over committed myself and am cutting back until I can find some balance.

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balance is key. you are wise

GM Fez |

On your way to Kaer Maga to discuss the creation of a secondary Venture Lodge with the town's leaders you stop by the small town of Ilsurian. Told by Venture-Captain Heidmarch to "Get out there and avoid roughing it too much," you figure it's fine to stay an extra day or so once a travelling carnival rolls into the outskirts of town. With no definitive time table for getting to Kaer Maga you can easily make up the time spent here with a some forced marching or the purchase of pack and travelling animals.
The fleet of wagons parks nearby and that same day the sounds of construction, shouting, and roaring can be heard coming from that direction. The circus will spend all day setting up, then tomorrow the fun begins!

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Anthys is happy to check out a traveling circus. He'll bring some bread and cheese over to share and talk to the workers setting up.
"Welcome! How has your travel been?"

GM Fez |

The man Anthys talks to is busy pounding stakes into the ground for the various tents to be set up, grunting out an answer between each swing of his mallet. "Traveled...hard...Wagon lost *hugh* a wheel...Luckily *ugh* Jherizhana...able...to...help!" With his final word he deems the stake in deep enough for the guide lines and gladly accepts offered bread and cheese.

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On the night the Pathfinders arrive in town, Berato checks in at the inn, eats, then takes a long walk on the main streets Ilsurian. He talks to people that seem willing to talk and does some window shopping. He returns to the inn before dark and orders a bath for his room later. He settles at a table and orders a pitcher of dwarven ale with 5 mugs. He starts drinking, offering ale to his fellow Pathfinders if present, and talking to the locals who wish to help him conquer this giant jug of beer.
Diplomacy +7 to Gather Information; taking 10 for 17.

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Marcus will spend his evening drinking with Berato, enjoying a small mug of beer and doing his best to keep the conversation flowing smoothly.
Diplomacy Aid Another: 1d20 + 6 ⇒ (17) + 6 = 23
+4 bonus

GM Fez |

Berato and Marcus quickly find that the townsfolk are excited about the Umbral Carnival coming into town. They talk eagerly of the games and the various shows to come, but most of their attention is on the unusual attraction that is Jherizhana, a sphinx that has been captured by the circus. The people also talk about keeping your wallets and valuables close, never knowing what 'those sneaky Varisians' will take next.
The following day, circus folk hold a parade that marches through town in a spectacle of sights, music, and drumming. Banners and streamers herald a procession of clowns, stilt walkers, and tumbling acrobats, all of whom wave to the townspeople. Carnival barkers call out to people on the streets, promising thrills, chills, and delights for people of all ages (at the modest price of a few copper coins). The entire procession is a formal declaration of the carnival’s opening, and seeks to draw out the curious and idle to follow along to the procession’s end, the parade grounds.
The map has the overview of the circus grounds. 1 is the Parade Grounds, currently full of free shows and distracting events. 2 is the Big Top, where a large assortment of shows take place. 3 The Midway contains the games of chance and skill common in festivals. 4 is where the Traveling Zoo resides, host to a number of mundane creatures found across Avistan as well as several genuine monsters. 5 is the crew's wagons, no attractions residing here. 6 is the sideshows, an eccentric collection of trinkets and biological oddities. 7 is not officially part of the Umbral Carnival, but is watched by the carnival's guards closely, a series of merchants hawking their wares, some from Ilsurian, some traveling 'with' the Carnival. Where does everyone want to go?

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Numerical order would be fine I think.
Berato suggests the group start at the Parade Grounds tomorrow morning, as soon as breakfast is over. Berato acquires a Pathfinder Pouch to secure all his valuables, and even then he keeps that securely sewn inside his cloak pocket. At his belt, he carries a regular decoy belt pouch, with handful of copper and 3 silver pieces in it.

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Yeah, numerical order seems like a good plan.
Vindlér spends much of his time watching while the circus sets up. He tries to simply rest and enjoy the day before they continue to Kaer Maga, but his instincts as a watchman keep his eyes searching for any signs of trouble.
Perception: 1d20 + 9 ⇒ (1) + 9 = 10

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I haven't really thought about how Anthys keeps his gold. Is it in diamonds and platinum on his person? In a vault at the Grand Lodge? In the form of a letter of credit? Deposited with a smith in preparation for his next purchase? What is the norm?
Anthys will also keep a decoy belt pouch, with enough coin to buy some carnival food or play the games of skill and chance. Say 10 gp worth, in silver and copper. He's a bigger spender than Berato.
Anthys is most interested in the Midway but will follow along in order.

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I think Marcus would keep most of his gold in a bank of Abadar, if possible, or at the Grand Lodge. Especially in the future while saving up for expensive magic items; if nothing else, he's not going to be able to carry 10000+ gold.
Marcus is not overly fond of traveling shows or shows in general, but he does enjoy the occasional game based on throwing darts or balls, so has his interest piqued by the Midway. He will travel with the group, keeping any opinions he might have about his surroundings mostly to himself and making polite conversation as the group makes its way through the sights. He brings a few silver coins tucked into his shirt pocket.

GM Fez |

A vast, open field serves as the carnival’s heart, currently filled with many townspeople watching some of the free shows, buying food from wandering vendors, and occasionally muttering to themselves about "Crafty eyed Varisians". You do see several guards chase off outside merchants that are not part of the Umbral Carnival.
You are stopped outside the big top by the vendor, "One silver to enter Big Top. You can stay as long as you want, but if you leave you have to pay to re-enter."

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Berato pays, looking very excited.

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Vindlér pulls up a small coin purse hanging beneath his armor from a cord around his neck. He carefully loosens the drawstring, retrieves his payment from the pouch, and pays the barker. "Thanks ya, lad. Looking forward to the show." He closes the pouch again and tucks it back under his shirt.

GM Fez |

The vendor smiles and waves you inside. "You are all in luck, the main attraction should be going on soon."
You find some seats as the acrobatics act is finishing up, the leaps death-defying and precarious with the lack of a safety net far below. The crowd oohs and aahs, and more than one scream comes from the crowd as an acrobat appears to miss the catch before lunging out and catching a silk ribbon plunging from the top of the tent, spinning to safety below.
After they exit the arena the lights dim leaving the crowd in near darkness. A spotlight flicks on to the middle of the center ring where a Varisian woman, covered in light blue tattoos and a bandanna bows to the crowd. Her voice appears to be magically amplified as she speaks, everyone clearly able to hear her. "Ladies and gentlemen thank you for coming to our little venture. I am Almara, owner of the Umbral Carnival and ring master here. I am also an accomplished mage and have a real treat for you here today, a sphinx we encountered during our travels. I have managed to make her magically submit to me, and now she travels with us. Here she is, the one you've been waiting to see: Jherizhana!"
A second spotlight highlights a platform high above the ground. Stalking proudly to the front of the platform a lion-bodied woman with wings and an intricate headdress image to come smirks down at the crowd. "Jherizhana! To the center ring!" comes Almara's call. The sphinx's wings stretch outwards as she steps off the platform, flaring to do a lap around the big top over the top of the crowd, the spotlight finding it difficult to follow her. She lights in the center before Almara, a look of irritation floating across her face.
"Bow to the crowd and give them a ferocious roar!" Jherizhana stretches down, her haunches high in the air before throwing her face upward and shaking the entire tent with her roar. Even Almara stumbles back from the ferocity of it. Concern flashes and she raises her arms calling out a new command, "Stay there!" The sphinx takes an experimental step forward as concern grows on Almara's face. "Stop!" The sphinx smirks as it now prowls around Almara, before turning her face to the crowd, cries of surprise and consternation audible.
Almara begins chanting and making arcane gestures, each one leaving behind glowing lines. Jherizhana takes to the air and flexes her claws outwards, menacing the crowd, snarling and hissing, even laughing once as several in the crowd scream in fear. Runes begin to make themselves known on Jherizhana's coat as Almara regains control, bringing her back to the center ring.
The ringmaster grins once more, "Sorry about that folks, lost control, but we've got it back! Now on with the show!" Jherizhana performs tricks for the crowd who are all genuinely relieved the sphinx is back under control though they shrink back whenever a snarl comes their way. An hour later the ringmaster and the sphinx have left as more acts come on.

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Sense Motive: 1d20 + 3 ⇒ (19) + 3 = 22
"That was weird, uncomfortable, and awkward. I can tell she didn't really lose control; t'was just an act... but I wonder if she was magically controlling that sphinx or if they're friends in real life. Should we move on to the next area?"

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Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15
"All part of the show, like the acrobats almost falling.
I would guess the sphinx is friendly and not magically controlled. Spells to compel and control don't always work, and it seems too great a risk to take."

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Sense Motive: 1d20 + 8 ⇒ (20) + 8 = 28
Vindlér smirks as the sphinx takes off around the crowd and actually joins in the creature's laughter at the occasional screams. "Yes, quite a show indeed. Any of you lads know anything about spinxes? I've never encountered one myself."
What would that be, Knowledge (arcana)?

GM Fez |

Yep, Kn. (Arcana)
You make your way out of the big top and head into the Midway. You notice the ringmaster Almara watching the folks heading up and down the midway, but she doesn't look approachable at the moment. Could be the air of aloofness or the 10 foot high stilts she's walking around on.
You come to the first game in Midway. A heavy, long-handled mallet leans against a 3-foot-wide and 12-foot-high wooden tower crowned with a stuffed lion’s head. At the base is a lever attached to a puck that slides up and down a pole running the length of the tower up to the lion’s head. An Ulfen strongman leans against the tower, "Anyone interested in taming the savage beast on this pole?" Strength check and 2 copper per try.

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"Yessssssss!" announces Berato, eagerly shelling the 2 coppers and grabbing the mallet.
Strength Check: 1d20 + 1 ⇒ (4) + 1 = 5

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"Nuts! gimme another shot!" says Berato, fishing for 2 more coppers.
Strength Check: 1d20 + 1 ⇒ (19) + 1 = 20

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Anthys does not look the part of a strongman. Short of stature and of average build, he is certain the Ulfen will regard him lightly.
"Well struck, Berato!"
Anthys will give the hammer a try as well.
No calling on Scion of the Lost Empire this time, let's make it a fair contest.
Strength: 1d20 + 3 ⇒ (5) + 3 = 8
His attempt probably confirms the strongman's first impression. Still, he is proud of his friend.
"You have bested me Berato! Well done. Although you did swing twice..."
He digs into his pouch for two more coppers.
"So shall I! Two attempts and no more!"
Strength: 1d20 + 3 ⇒ (20) + 3 = 23
On his second swing, Anthys perhaps surprises the onlookers.

GM Fez |

With Berato's first strike the lion head atop the tower mews meekly and licks its lips. His second strike however, brings the puck all the way to the lion's head which animates and this time roars, the sound travelling throughout the carnival. Many turn their heads and clap when they realize what has happened, as does the Ulfen man. "You my friend have truly tamed the beast. Any prize among these here is yours and!" He pulls a paper crown and places it on Berato's head, "And, you are now known to all as King of the Carnival!"
When Anthys repeats the feat the man clutches his chest as though shocked by this event. "Narthi has never seen such feats before, very rarely does the carnival have more than one king, but never one after the other! Wondrous day friends! You as well earn a prize, and" he reaches back once more, "a crown!"

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It's like Anthys and Berato just went to Burger King!

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Vindler laughs and applauds as the Ulfen man crowns his friends. He gives the each a playful bow, and hails them, "My lieges, truly you are mighty among the people. Long may you reign!" He laughs again and pats each of the men on their shoulders.

GM Fez |

Heading a little further down the way comes the next test of skill. Three raised runways meet at a point like an arrow beneath a brightly colored pavilion tent. Where the runways meet sits a tall, rectangular box covered in mirrors. Off to one side is a raised speaker’s podium. Posters on makeshift signs depict an attractive woman in a provocative gown and silver mask, with the words “The Lovely Madame Masque” in bold print.
A man with a large well-oiled mustache calls out the rules of the game. "Many people can play in this one, each betting what they feel its worth. The lovely and shapely Madame Masque will step out onto the runway and pose for one minute. She will then return to the box and three of her will appear, each wearing an entirely different outfit. One item will be the same, revealing the true Madame Masque! The first to call it in one minute is the winner and splits half the pot with the circus. If no one gets it, the house wins! Sound fair?"
Perception checks and bets if you're in!

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"Very nicely done." Marcus smiles as his friends become 'kings' of the carnival.
"Ah! Now this will be interesting. I was given rigorous schooling in detecting infiltrators into my mistress' abode. I suspect this will be quite similar." Marcus will wager a silver and prepare to make his observation.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21

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"A game to test who has the sharpest eyes? Berato, you and I should have this well in hand. Let's see which of us will spot the distinction first, eh?" Vindlér produces a silver coin for the mustachioed man and pays his wager.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22

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"Alright... let's try," says Berato, casting guidance under his breath to assist his spotting.
Perception, Guidance: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22

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I hope you weren't waiting on me!
Anthys is content to look at the (hopefully) gorgeous women. He doesn't have Vindlér's keen eyes for spotting trickery.

GM Fez |

I thought I did respond...Oops.
The barker introduces, "Madame Masque!" Madame Masque is a shapely woman in a provocative Varisian costume gown of red and black silk held together by ribbons. She is adorned with all manner of scarves, necklaces, earrings, and other decorative costume pieces, but her face is concealed by a finely crafted silver mask showing only her playful brown eyes. She remains mute, but nods and waves to the crowd.
Madame Masque struts down the center runway and poses for 1 minute, flirting silently with the crowd. She then saunters to the mirrored cabinet, steps inside, and closes it behind her. After a flourish from the barker, the cabinet is opened to reveal three different Madame Masques. Each figure walks down a different runway, while four guards prevent anyone from grasping at them. Each Madame Masque wears an entirely different costume from the original.
Berato, Marcus, and Vindlér each spot the item in question, a silver armband cleverly hidden among the ruffles of the center Masque's dress, but it is Vindlér who calls it out first. He draws the attention of Madame Masque herself, who walks on her runway toward him and slowly pulls a single scarf from her costume, allowing it tumble into the Vindlér's grasp. Onlookers regard such a winner with envy, and Madame Masque gives the winner a final flirtatious over-the-shoulder glance before disappearing into the tent. The barker calls out your dwarf companion as the winner and hands him his winnings 2 silver. The scarf gives you a +5 bonus to Diplomacy with carnival crew and performers.
You are able to best other challenges in the carnival easily, including knife throwing, a maze of mirrors, and an obstacle course. Once you have seen all the Midway has to offer you move on to the traveling zoo.
A portable fence of wooden posts and rope cordon off this section of the circus. Several wagons constructed to serve as animal cages line the perimeter, with an occasional haystack piled between them. In the center of the area is a large tent whose wall flaps have been lifted up and tied off to allow easy viewing. Among the attractions are a baby dragon, a manticore whose tail spikes have been removed, and several animated skeletons.

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Anthys is fascinated to see the dragon. The mutilated manticore and the undead give him a sense that this carnival is more sinister than he thought at first...

GM Fez |

The longer Anthys looks at the "dragon" the more he comes to realize that its nothing more than an overgrown monitor lizard. When the group is finished looking at the zoo you head over to one of the largest tents. This enormous tent is dwarfed only by the big top itself. The southern side has no wall, just a tall curtain pulled across its front. A sign posted outside advertises that this area has been set aside for meeting the sphinx at limited times throughout the day. Just inside is a large metal cage with no floor and bars running across the top. A single large door is set on the north corner of the west face, secured by a heavy lock. Strewn about the grass beneath the cage are silk sheets and piles of cushions and satin pillows.
You're in luck as Jherizhana's posted time is just arriving. The two guards let you and several others in the crowd pass through to find the sphinx lounging in the cage.