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Sense Motive: 1d20 + 3 ⇒ (14) + 3 = 17
"Followers of Erastil. First, do you know why Esrelda came here to see the Sphinx? second, have your faith had to deal with robberies or break and enters lately? Finally, do you know of any problems Esrelda ran into or things that she stirred up that she shouldn't have?"
Berata wait for the answers. After they are done, he says, "Thank you, acolytes. The Sheriff will let you know if he has other questions. Don't leave town."
After the acolytes depart, Berato agrees with Anthys that we should check where Archivin died.

GM Fez |

"Esrelda wanted to get the sphinx's side of the story. No one has thought to do that yet and she thought if people heard it from her they'd take it better. As for robberies, we haven't had any issue with that at all. We always lock up when we leave, but Esrelda was the only one who lived in the temple. She was always very open with us, we haven't heard anything she was digging into."
After the questioning Sheriff Feldane takes you to the spot of Archivin's murder. It has been picked over by her and her deputies, but there might be something they've missed in the days since.

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Survival: 1d20 + 3 ⇒ (14) + 3 = 17
"The tracks just start out of nowhere—as if the creature could have flown to the spot... or as if someone could have transformed into it at the end..."
Berato notes this as evidence in his logbook, and asks everyone's opinion.
@GM Fez: feel free to cast that fishing line anytime at this point... I'll bite on a wormless hook at this point...

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Anthys tries to help Berato with his search.
Survival to Aid Another, Scion: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19
So that's +2, if Vindlér or Marcus can aid we might have more of a clue.

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Survival, Aid Another, Scion: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
+4
"Hm, indeed. Look more closely near the spot where they started." Marcus points to a section of the ground near the lion prints.
"These have been swept over. And the clawprints are far too shallow to be made by a creature as heavy as a sphinx. More trickery designed to frame Jezheria for the murders. They were certainly consistent, if sloppy in their execution."

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Berato heads to the town and starts inquiring about the murders and strange goings-on at the circus.
Diplomacy to Gather Information, Guidance: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 for 1d4 ⇒ 3 hours.

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Anthys will ask Sheriff Feldane if she knows of any alchemists in town.
"These vials are a key piece of evidence; we need to learn what was in them. If the alchemist was part of the conspiracy they may lie or even attack us, so we'd approach with caution and be alert for deception.
If there are multiple alchemists in town, we could ask each to identify the residue."

GM Fez |

Berato doesn't find much more than rumors from Archivin's murder, rumors of large shapes blocking out the moonlight and the sound of a large creature overhead. When asked if any of the townsfolk actually saw anything all deny seeing or experiencing this themselves, and are not too sure of where they heard it from.
The sheriff shakes her head in answer to Anthys' question, "The town doesn't have an alchemist, but we do have a nurse that uses herbs and reagents that might be able to answer your questions. She owns and works at the Curiosity Shop. Would you like to go see her? I can point it out, but I've got to go back to my duties after."

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"I'll come with you, Anthys. This is a key piece of evidence for us. We have to know this nurse speaks the truth."

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"Onwards and hoping for a fight! what... aren't you all?"

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"Not particularly, no. We will be ready if it turns out she is secretly the purpetrator, or some such other unpleasantness."

GM Fez |

I'm sorry guys, I'm doing this from my relatives' house. My internet provider cut my service unexpectedly because they got my account mixed up with another account and I haven't been able to get anything fixed with Christmas...
This small store is filled with strange knickknacks, art, and unusual tools. The display case to the west features jewelry, most of it locally crafted. The case to the east contains oddities such as turtle-shell soup bowls and bizarre gnome cooking utensils. The center case is filled with bottles and vials and a selection of scented soaps and perfumes. Behind the counter are double doors leading north. Glass windows are set in the entrance doors.
A Chelaxian woman stands behind the counter cleaning various pieces and performing general maintenance on the shop. When she hears the bell above the door tinkle she looks up. "Yes? How can I help you gentlemen today?"

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Vindlér strides up to the counter deliberately and answers the woman directly, but gently. "Good day, ma'am. We're agents of the Pathfinder Society who have been recruited to investigate some recent deaths that have taken place in the town. In our investigation, we found these vials that contained traces of some sort of alchemical substance we couldn't identify. Would you be able to help us in that regard?"
Sorry to hear about the internet issues, Fez! No worries about any delays.

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As the party enters the shop, Anthys will look around for anybody tailing the party or watching them.
Perception, Scion: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
As the woman replies to Vindlér, Anthys will listen for any hint of deception in her voice.
Sense Motive, Scion: 1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5

GM Fez |

Robella nods, "Terrible business that. Let me see those vials."
She examines them, smells what is left of the contents and uses a fine bristled brush to take some out and put it in a beaker. "This will just take a minute." She mixes some reagents and the substance disappears with a small poof and a flash of smoke. She waves it away before handing the vials back to you, "It's a polymorph potion of some sort. Not sure what it'll do unless someone wants to test it, but I don't think there's enough in there to test. Shame."

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Berato attempts to sense if there is a motive:
Sense the much needed Motive: 1d20 + 3 ⇒ (17) + 3 = 20
"Robella, don't be so nervous. You can relax - we're the helpful types and we're just looking for answers."
Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18

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Sense Motive: 1d20 + 8 ⇒ (5) + 8 = 13
"A polymorph effect, eh? Hmm...well we knew someone was interested in disguising themselves. Apparently they have some resources to accomplish just that. Please, Robella, if you have anything else you can share with us, do. By Abadar's scales, we are working to bring the guilty to justice."
Diplomacy (aid): 1d20 - 1 ⇒ (16) - 1 = 15

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Not just yet. Waiting for Marcus to weigh in with his Sense Motive.
"Robella, did you sell components or reagents to anyone recently who might have made this? Or do you know where else such ingredients might have been found? Is anything missing from your supplies?"

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Aid Another, Sense Motive, Scion: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
+4 to Berato's check
Marcus narrows his eyes as Berato calls attention to her nervousness. "Ahem. I believe there might be more than you are telling us, Robella. There is familiarity in the way you are handling those vials. What do you know that you have not chosen to share with us?"

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"My colleague here means only to hear your expert opinion in the matter of course. Any contribution of your time spent on this investigation would be compensated. Facts are what we are after. "

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Sense Motive...again: 1d20 + 8 ⇒ (15) + 8 = 23
"Robella. The time for truth has come. Enough lies, woman." Vindlér's voice stays low and cold, never raising in anger, but clearly showing that the jig is up.
Intimidate: 1d20 + 4 ⇒ (6) + 4 = 10

GM Fez |

"I must say-" She stops midsentence pulling a vial from a hidden pocket, gulping down the contents and vanishing without a trace.
Berato: 1d20 + 1 ⇒ (4) + 1 = 5
Marcus: 1d20 + 3 ⇒ (18) + 3 = 21
Anthys: 1d20 + 2 ⇒ (2) + 2 = 4
Robella: 1d20 + 4 ⇒ (10) + 4 = 14
Order 1st round
Vindlér, Marcus
Robella [invisible, red indicates last known location]
Berato, Anthys

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Vindlér curses under his breath as Robella disappears. "Well, Robella, I must say: that was a mistake. I certainly hope you know what you're doing."
Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24
Turning to his companions, Vindlér whispers hoarsely, "Not that it's not a bit obvious, but that vial has all the signs of an invisibility spell. Keep a sharp eye out, and block those exits!" Unsure of where Robella will reappear, Vindlér raises his shield and prepares to strike if she comes into view within his reach.
Move toward the end of the counter. Ready an action to attack if I can see her. Fighting defensively +2 AC
Morningstar, defensive: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17 Damage: 1d8 + 2 ⇒ (2) + 2 = 4

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Marcus leaps into action as the woman disappears, racing around the counter. "Block the door we came in, but don't hurt her! We need answers!" He will prepare to try and grab Robella if the door opens.
Move Action: Move
Standard Action: Ready Action to Grapple the adjacent square if the door is opened. Assuming he doesn't run into her; if he does, he'll just try and grapple her directly.
Grapple, Provokes AOO: 1d20 + 2 ⇒ (20) + 2 = 22
Miss Chance: 1d100 ⇒ 24

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Berato takes two move actions to manipulate heavy objects and push both shelves down in the empty squares east of Marcus.
"If she's there, she'll feel these!"

GM Fez |

The doors open inward. The doors leading out to the street (south wall) open out.
Falling stuff!: 1d20 + 2 ⇒ (10) + 2 = 12
The shelves and materials come crashing down but none of it moves in a strange way or crash against something unseen. So, combat over?
Order 2nd round
Vindlér, Marcus
Robella [invisible, red indicates last known location]
Berato, Anthys

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Anthys moves to block the doors on the north wall.
"Do any of you see anything in this store helpful for finding an invisible foe? A bag of some powder?"

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"I don't care about her. She's guilty, obviously, and her fleeing means this shop is no longer her shop. The sheriff will lock up the place when they get here and the city bureaucrats or the agents of Abadar will take control of the place. Vindler knows this. It means that we, for the moment, have free run of the place and freedom to conduct our investigation. Let's turn this place inside out and find what we came here for."
Berato starts searching high and low.
Taking 20 on Perception with Guidance --> Perception 30.

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"I've not given up yet, laddie! Come on, Marcus! Your longer legs will help us catch her all the faster."
Double move into the back room, trying to block the next door.

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"I'll block this door to stop her from doubling back!" Marcus will remain where he is, blocking the exit from the room.
Is the back door open?

GM Fez |

I'm sorry guys, my work sent me on a weekend mission without much prep, so I haven't been around lately. Nope, back door is not open, and is still, in fact, locked.
Berato starts looking through and around crates and boxes while the others guard the entrances to the room. One box, looking prepped to leave contains small rubies, sapphires, and pearls. Next to that box is a well concealed trap door.

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Berato bags the box of gems for evidence. He then agrees with Anthys and gets ready for the warrior to open the trap door.

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South to D11 please.
"Look! a door! over there!" says Berato, heading down the hall.

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Marcus follows along behind the group, watching back over his shoulder for any signs their quarry might have doubled back.
West door sounds good to me!

GM Fez |

Marcus: 1d20 + 6 ⇒ (7) + 6 = 13
Berato: 1d20 + 9 ⇒ (5) + 9 = 14
Several cots are arranged in this room, along with a small card table and chairs. Two men are dozing but jump up and shout when you open the door, "Who're you?!" They reach for their shortswords and prepare to fight!
Anthys: 1d20 + 2 ⇒ (11) + 2 = 13
Berato: 1d20 + 1 ⇒ (13) + 1 = 14
Vindler: 1d20 + 4 ⇒ (5) + 4 = 9
Robella: 1d20 + 4 ⇒ (4) + 4 = 8
Rogues: 1d20 + 6 ⇒ (6) + 6 = 12
Order 1st round
Marcus, Berato, Anthys
Rogues (R: 0, B: 0)
Vindlér