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"Yes, ma'am, of course! I will send...I'll go myself and try to catch up with him, or tell the city watch it was a false alarm if I am too late."
"The rest of you...what are you snickering about? Get back to your posts! Damn good-for-nothing wimpy clerks raising false alarms. I'm gonna kick his ass on my way out, I will."
Nice save there. Provided you guys don't make too much noise, we can go out of round-by-round initiative now.

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When she returns.. "Nice Job Aestrid! We should finish searching this floor.. Perhaps we should let all of these prisoner's go as well.. They could head out through the sewers.."
I appears there is an unsearched room on this floor.. Lillian will move down to back Exiel up on the room..

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Aestrid smiles as her ruse works so well.
She waits until the guards are well out of hearing before getting together with the other Pathfinders, "Seems the Goddess' touch reaches Godless lands just as well as anywhere else. Let's see the prisoners to safety first. Are any of them our missing Riftwardens?"
She had been a prisoner of sorts once and couldn't bear leaving them helpless in their cells for any longer than necessary.
There were keys and people who couldn't speak because of injury or something, right? If we get them out and together, I can channel heal a crowd to get them mobile.

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Ranus grins as Aestrid returns successfully. "Well done! Hopefully we can leave and be out of town before they're alerted.", he said before starting to help unlock the prisoners, starting with any further Riftwardens.
Normally Ranus might hesitate freeing prisoners, but as this isn't really a Rahadoumi jail and most are probably victims of the Blackfire Adepts.. it's all good! He would like to check around this level though, make sure they aren't missing anything either valuable or useful to Cheliax. Being a d(a)emon/devil summoning group.. quite likely.

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Exiel and Lillian take a peek into the last room and find some sort of armory. Several racks of weapons occupy the center of this room, though several have been knocked over, scattering spears and swords across the floor. Suits of armor line the wall, and a small table in one corner bears several tools for repairing and maintaining arms and armor as well as a lone candle made of purple wax that is also burning and bathing the room in the same eerie purple glow as the other room.
A scan for magic reveals that a silver longspear and one of the sets of full plate are magical. There are also a good assortment of mundane weapons and armor (almost any martial weapon from the CRB), and 5 scimitars in particular are especially well made (masterwork).
You set the slaves free without much incident. Most of them are weak and hungry, but they are all grateful enough to be freed and follow your directions to wait in the sewer. The man and woman with the bloodied mouths however look through each of the slaves, and when the last slave is freed, the start protesting wordlessly and holding up 2 fingers emphatically. Eventually, the man walks over to the spellbook on the table, finds an empty page and scrawls '2 more'. The woman nods and grasps each of your arms in turn pleadingly.

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Exiel helps himself to a MW scimitar and the spear (no one else seems to do melee), and then helps with the release of the prisoners. As the Riftwardens (I assume) make their protest, he asks "there are 2 more of you? In this compound?"
If they answer in the affirmative:
Exiel hefts his new spear and says grimly, "looks like we'll need to head up there after all. We were told that the new slaves are kept in the big 'plain' building to the North-East before being 'processed', and for some reason, the guards have never been allowed to go in - the slaves are only taken out by the clerks or the 'higher-ups'. I'm guessing that's where we'll find the last 2 wardens. And odds are that their mouths have been mangled too...well, at least we'll spot them easily."

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"Well we better bet going then.. We can try to use stealth but surely the alarm will get triggerd up there.. We must be fast.."

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Wow, Exiel's feeling adventurous, just picking up a spear he randomly finds? ;) There is a certain PFS scenario I know of where doing this will stuff up your character pretty badly.
Waiting on Aestrid and Ranus, and hopefully Isaac, to decide what they want to do.

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"I have a couple of options for stealth: I can cast invisibility on one person and can create another disguise like the one I'm wearing. I'm not sure that's enough though."

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Wincing as the Riftwardens explain that there are two more of their number somewhere in this guarded compound, in the midst of a very militant police, Ranus can't help but feel this will go poorly. However, he has little choice but to go along with them. Even with Scrillion incapacitated for the foreseeable future..
Right then.. he said softly, double-checking his various spell component pouches and checking the magical spear that Exiel had picked up.
Spellcraft: 1d20 + 13 ⇒ (8) + 13 = 21

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Ranus, you find that it is just a +1 silver longspear. Probably would have been really useful against the daemons.
You could wait for the Xill poison on Scrillion to wear off, but keep in mind that you don't know how many hours you will be waiting for.
Since this is a pbp over a few days rather than a face-to-face over a few hours, I also think it fair to remind you that:
1. It is not the guards in the compound you should be worried about so much as the city watch which they might call.
2. You were told that you would have about 10 minutes from the time the watch was alerted to finish your business and get out.
3. You were also told that there were about 10 (human) guards in total, and you've lured one away and killed the other.
4. There were also 4 clerks.
5. The guards are on a rotating roster for who comes to be stationed downstairs.
I have changed the link in my profile to the map for the upper compound if you decide to go upstairs (covering the relevant areas). It is a new map rather than an edited map, so I can revert to the underground map if you decide to do something underground instead.

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I thought it a safe bet since it was lying about in an armory, rather than in an ancient hidden temple of the god of curses. XD
"Do you want to take a look around up top first, 'mistress Sophini'?" Exiel asks half-jokingly.

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Adept-Aestrid purses her lips in thought, "Someone, Ranus say, could use my scroll of disguise to look like the guard we charmed, and Calistria can make someone else invisible, for a few minutes at least while the others follow in stealth. We should have some time when that guard I bluffed is out of the compound looking for the one sent to get the guard but we'll have to be fast."
Is anyone hurt? I have spells and channels to pop if you are.

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Lillian will use scroll to appear like the guard..
1d20 + 14 ⇒ (8) + 14 = 22
"Im rather good with words and can charm the guard if need be.."

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Having paid close attention to the best of his rigor vita-ed ability, Scrillion noiselessly cheers on his companions as they prepare to leave his hearing to go upstairs and complete the mission. The archer resigns himself to hearing about the group's encounters later, and casts about in his mind for something to relieve the tedium of and unchanging view of a dark and morbid room. Finally, he settles on poetry. He never had any use for the stuff, but that didn't mean he was too old to try. OK, he thinks. This can't be that hard. "There once was a fellow named Harddrake..."
It's either that or Weekend at Bernie's, PFS-style. Go get 'em, kids.

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"Best leave the talking to Aestrid though. You may look like the guard, but you don't sound at all like a man. I mean that in a good way."
"I will say out of sight and come running if something happens. Unless you want to make me invisible, in which case I can hang around a little closer."

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"I'm thinking that I will say we need the other two prisoners for questioning and hopefully we can just walk right out with them."
She looks at everyone's faces, imagining different scenarios, "Let's make you invisible and have Ranus linger at the back. Lilian can try charming if someone sniffs us out and you can provide close support in case we have to fight our way out. I gotta say, I don't have much left in me, a Stone Shape and a few minor blessings so I'd like to avoid a prolonged confrontation."
I'm assuming our gunslinger has gone MIA again? Also, I'll cast Shield of Faith right before we head out. Ranus has Message, which would help as well - perhaps we describe what we see and he can wait in the stairwell until we give the all clear...

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"Sounds like a good plan. One little detail: you should probably tell one of the clerks to bring them. The charmed guard earlier told us that only clerks and the "higher-ups" were allowed in the big plain building, so if that's where they are being kept, we'll need the clerks to do it. Also, it sounds like the guards aren't kept in the loop about everything, whereas the clerks are kept more in the loop."

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"From the guard's talk it sounds like the clerks are non-combatants so they might be more susceptible to intimidation. I'll try to use them rather than the guards but it's all going to be about heading to the northeast building with confidence. Look like you belong and everyone will assume you do."
Once ready (and with the not-disguised folk hidden just down the stairwell), Aestrid hands Lillian her Disguise Self scroll, casts Invisibility on Exiel and casts Shield of Faith on herself before moving up and opening the door.

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To speed things up, I'll have you guys open the more boring room doors first. I reckon a minute to do this will be fair.
The room to the north is a well-appointed meeting chamber that can comfortably accommodate six people. Further North are a few office rooms that hold numerous ledgers and and notes that would take several hours to page through. The northernmost office has a key lying on the desk, which I assume you take.
The Eastern door opens to an expansive hall. At the south end of the room stands a 5-foot-tall stone podium bearing a desk, chair, and gavel. A single black candle rests on the desk. A long rug lies in the centre of the room. To the North lie a huge set of double-doors, and two more single doors are to the East.
From the hall, the South-Eastern door opens to a rectangular room has three tables that appear to be set for meals, though there is no food in here at the moment. A stair along the Eastern-most wall leads to a door 10ft above ground level, and another door lies to the North.

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Finally, you open the door to the North-East room. It is a nearly-square room containing a sizeable table and eight busts of men and women of Garundi and Mwangi ethnicities line the walls. Two more doors are along the North wall.
There are also 4 men inside wearing loose Rahadoumi robes, and you could hear the sounds of conversation as you reach for the door, but the voices fall silent as you open the door.
"Mistress Sophini! We heard from the guards that everything's all right now. Are we still to remain on standby to burn the books? Should we burn them anyway, or do you intend to take them with you when you leave?"

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I don't know... Keep it simple
Trying to sound confident, in command, she replies in her best impersonation, "I think I will take them after all and I need the other prisoners as well."
Not sure if that's a bluff: 1d20 + 9 ⇒ (11) + 9 = 20

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sense motive: 1d20 + 9 ⇒ (4) + 9 = 13
"The other prisoners, mistress? You mean the other two of the four? Where would you like them to be taken?"

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"As you command, my mistress," the clerk says subserviently as he leaves through the door to the West. One of the other clerks unlocks the doors to the North. Two offices lie behind those doors, and the clerk goes into one of them and begins stuffing various books into a small chest.
The other two clerk go into the other office and unceremoniously drag out a half-conscious garundi woman with close-shorn hair. There is no blood around her mouth, but her hands hang very limp. Too limp, and her fingers dangle loosely in ways that make you cringe as you realise that each one and every one has been broken in several places.
They begin to carry the chest of books and the woman towards the stair-case.
Now...did anyone remove the bodies of the Ceustodaemons, the Xill, the guard and the real Sophini? Also, keep in mind that the cells downstairs are now all open and empty.

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Nope, but there is a story for the bodies (i.e. that "we" were attacked) and once we get to the bottom level and they see the missing prisoners etc., it'll be easier to deal with 4 surprised clerks than with them and a bunch of guards.
Aestrid stops the pair with the chest of books, "Deal with that later. I need both prisoners right away."
With that, she turns on her heel heads towards the stairs like someone used to being obeyed.

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Would probably be a good idea to just have the clerks put the riftwardens into the cells nearest to the stairs, and then we can set them free as soon as the clerks go back up. And then we get the heck out of there.

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Once she is a few feet away from her "assistants", Aestrid whispers through Ranus' cantrip, "We're coming."
Just a placeholder post here in case someone is waiting for me... DC is 25 to hear a whispered Message, plus any distance I can build up. I'll try to have the prisoners dropped in the close cells but I'm guessing we might have to charm/disable the clerks once we're down the stairs.

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Sorry for the delay in replying. Been very busy at work. The good news is, it's just wrapping up now. You guys have just about completed the scenario.
When you enter the lower levels once more, the clerks look at the ceustodaemon bodies lying around with some concern, but do not otherwise seem too surprised. They ask if that will be all, and I assume you will simply let them leave. A couple of minutes later, they bring in another man, a rail-thin neutral good Taldan man who is barely conscious and whose appear to have suffered the same fate as his colleague. They also leave with you a small chest of various books and ledgers. The clerks lock the 2 of them in the nearest cells, then leave hurriedly. Ranus takes the opportunity and time to collect Sohpini's spellbook and searches the Ceustodaemons, recovering several thumb-sized rubies. (Yay more loot for you.)
You lead the rescued slaves out of the sewers and the 4 Riftwardens in particular are brought to Jahani's house (turns out Jahani Jodinaj was the very first lady you rescued. Akhina embraces them warmly and thanks you profusely for rescuing them. Eando Kline is there as well, and he takes you inside the house where he hands Aestrid a wand and asks her to use it on the wardens till they are fully healed (it's a wand of CLW).
After the wardens are healed and rested, they thank you in person as well. They assure you that they intend to set in motion a few plans to ensure the Blackfire Adepts cannot return easily to Azir. Jahani also gives you a letter to Venture-Captain Obo commending you for your heroism and resourcefulness against a terrible enemy.
Exiel: You had planned earlier to discuss with Jahani the prospect of setting up a trade deal with her on behalf of the Qadirans, and now that you have the chance to, you make your proposition, which she agrees to. Lillian, you get the benefit of this as well.

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Exiel and Lillian, please make the following checks:
Appraise
Linguistics
Profession (merchant)
Ranus, please make the following checks:
Knowledge (planes)
Knowledge (planes) - another one
Linguistics
Perception

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Hey guys, sorry for the abrupt drop in attentiveness. Something big blew up at work that I can't discuss, and I've had my hands very full.
Lillian and Exiel: You take a moment to read through some of the ledgers and books whilst the Riftwardens are being healed, and Lillian realises that the books can provide insights into Rahadoumi business place idiosyncrasies, information about prospective contacts in Azir, and trading data about a wide variety of products. The ledgers focus most heavily on the slave trade, but a clever merchant might apply the information to more widely accepted commodities.
Ranus: You recognise that some of the rubies are actually soul gems - hard to sell on the open market due to their unsavoury nature, but a skilled mage could can tap their stored energy for important rituals.
You also note that Sophini's spellbook is also a special tome titled "Until the Fires Go Cold". At a glance, the book appears to be a folio containing detailed information about evil outsiders—a valuable boon to anyone seeking to battle vile creatures. But you also note that with the information contained within the pages, it can also be used as a powerful tool for binding outsiders in the right hands.

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With that, you bid goodbye to Jahani and the Riftwardens, having successfully aided them and secured their loyalty and gratitude.
Declare anything you want to do when you return to Venture Captain Obo or when you go back to Absalom.
This would also be the time to roll a day job check if you have one, or ask any questions about the scenario you may have. :)

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"Well that sure did start out hectic.. Nice finish though! The Trade Prince will be most happy with you arrangement Exiel, nice job! Perhaps when I've been introduced more to my new Faction's desire's I too can be of use.."
Take 10 on Diplomacy for a 24 Day Job, via Caravan Perk

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Souls gems and this tome.. Zarta will be quite pleased!, Ranus thinks to himself, grinning at the thought and hoping he'd be able to read the tome either on the way back to Absalom or afterwards. The secrets of the Blackfire, distasteful as some may be, would surely be of great boon to his magics.
Second note on the agenda: come prepared for Xills. The mage cast an embaressed glance over to Scrillion, knowing that they would have been in much more trouble had Aestrid not been so good with words.
Still, the trip to Rahadoum had certainly been interesting, and he'd learned quite a bit about the Blackfire- as well as perusing the local market to see the local style.
Craft (Jewelry) with Crafter's Fortune: 1d20 + 21 ⇒ (7) + 21 = 28
Craft (Jewelry) with Crafter's Fortune, rerolled with 2 GM stars: 1d20 + 23 ⇒ (8) + 23 = 31

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"Yes, well done everyone. My only regret is I couldn't see their faces when they realized what happened."
profession: courtesan: 1d20 + 10 ⇒ (9) + 10 = 19

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"It was a good job all around, Lillian. I'm sure that Trade Prince al-Hakam will also be proud of how we talked our way through most of the difficult situations we encountered in Rahadoum."
Exiel also nods to Aestrid as he says this, recognising the part she played in extracting the last 2 riftwardens without further conflict or raising an alarm.
"All in all, a job very well done, my friends. I would work with any one of you again, any day."
Back in Absalom, Exiel makes sure to bring the letters and books to Trade Prince Aaqir al-Hakam as well as bring his report of their new trade partner in Rahadoum.
He then goes to tend to his own trading caravan.
Diplomacy day job with caravan perk: 1d20 + 15 ⇒ (20) + 15 = 35

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Assuming he can move once more...
Scrillion stretches again, for the five thousandth time since being able to move again. "For my part, I thank you all for keeping me alive. Truly, now that I have lived through that ordeal, every third thought will be my grave. I know what it will feel like now." The archer shudders, which prompts a renewed stretch.

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"Well that sure did start out hectic.. Nice finish though! The Trade Prince will be most happy with you arrangement Exiel, nice job! Perhaps when I've been introduced more to my new Faction's desire's I too can be of use.."
Take 10 on Diplomacy for a 24 Day Job, via Caravan Perk
Exiel actually needed to make a DC15 diplomacy check, but he couldn't fail that even on a one, so I skipped it.
Well, that concludes the adventure. Sorry it dragged out near the end (partially due to my real-life work getting in the way), but all things considered you guys did fantastically well. You had 10 minutes from the time the alarm was raised, and you didn't even need it. All faction goals were achieved, and so was the secondary success condition.
Sorry I forgot one more thing. Boon roll. Please roll a straight 1D20.
I don't see work clearing up much, but I will have the chronicles out by the end of next week. If you need the chronicles earlier for another game, let me know and I'll do your's first.

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1d20 Yay!
As far as faction goal go, i thought season 5 did away with them..
They kinda did and kinda didn't. Faction goals still exist and are updated on the blog, and each scenario's description will state which factions would have an interest in the scenario's events. You are not told what you need to do specifically, but if you do you get some small reward as listed in the scenario. For Qadira, it's easy. Keep an eye out for trade opportunities, contacts, information etc. We're beautiful in our the simplicity of our focus. Trade and (honest?) profit.
Boon?: 1d20 ⇒ 1

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Gotcha.. Where is this Blog? On the boards i presume, but whats it called? I just switched this character to Qadira from Lantern Lodge so i need to read up more..
That's two 1's! If im not mistaken that gets you a random boon, while a 20 gets you a pick..

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Gotcha.. Where is this Blog? On the boards i presume, but whats it called? I just switched this character to Qadira from Lantern Lodge so i need to read up more..
That's two 1's! If im not mistaken that gets you a random boon, while a 20 gets you a pick..
You should also have been e-mailed a 'letter' from your faction leader, though the last one was some time ago.
If you rolled a '1' on the 1d20 for the boon, roll another 1d4. If anyone who has not rolled rolls a 20, you get to pick one of the following:
Boon selection:
Boon 1:
Lingering Resonance: A recent encounter with an enemy spellcaster left your body strangely receptive to spell effects. At the beginning of a scenario, you may announce that you are using this boon. The next time that you fail a saving throw against any spell or spell-like ability from an enemy spellcaster, have your GM write the name of the spell below. Choose one of the following benefits, and cross the other off your Chronicle sheet.
• When you cast the listed spell, you may increase the DC of the saving throw by 2.
• When you roll a saving throw against the listed spell, you gain a +4 bonus on the save.
You may use this bonus once for free, after which you should check the box below; each additional use of the selected benefit costs 1 Prestige Point.
Boon 2:
Long Distance Support: You heard the Decemvirate’s call to arms as the Fifth Crusade began, but for whatever reason the society did not send you to the front lines immediately. You may nonetheless send extra supplies to aid your fellow Pathfinders. At the end of any scenario that does not take place in Mendev or the Worldwound, you may choose to spend 1 Prestige Point to send a cache of necessary supplies north to aid the war effort. On a line below, have your GM record where the scenario took place and initial the entry. Upon filling all five lines, you gain two benefits.
First, you gain a Mendevian Commendation for your tireless efforts to supply the crusade. A Mendevian Commendation grants you a cumulative +1 bonus on Charisma-based skill checks to influence Mendevian Crusaders (maximum +3).
Second, as a swift action while fighting a creature with the demon subtype or bearing an unholy symbol of a demon lord, you may grant all allies that you can see within 60 feet a +2 circumstance bonus on attack rolls, damage rolls, and saving throws against those creatures for one minute. When you use this second ability, cross it off your Chronicle sheet.
Boon 3:
Mendevian Weapon Training: Queen Galfrey of Mendev understands both that poorly equipped crusaders are of little use to the ongoing war against demonkind and that an inadequately trained crusader cannot make effective use of good equipment. As a result, those who dedicate themselves to the Fifth Crusade have access to training and equipment that might not otherwise be available. When you would be permitted a Day Job check, you may instead spend 4 Prestige Points to receive intensive training with a specific weapon or suit of armor. You receive a masterwork version of the weapon or armor, and you gain proficiency in that specific weapon or armor (but not others of its type). If you are already proficient with the selected armor or weapon, you instead gain a +2 bonus to CMD against disarm and sunder combat maneuvers targeting the chosen item.
Choose the weapon or armor from the following list: breastplate, glaive, heavy shield, or longsword.
Boon 4:
Moment of Glory: Whether it is by fate, fortune, or circumstance, you are able to tap into a hidden reserve of power at just the right moment to perform a truly extraordinary feat. By activating this boon as a free action, you become a mythic character (1st mythic tier) for 3 rounds. If you fall unconscious due to hit point loss during this time, you automatically stabilize without needing to attempt a Constitution check. In addition, once before this effect ends, you may use the surge mythic ability to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using the surge is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
When you use this boon, cross it off your Chronicle sheet; however, anytime you successfully complete (earning the maximum possible number of Prestige Points) a scenario that using the “hard mode” option, you may have the GM sign this boon. You may use this boon one additional time for each such signature you receive.
GM's roll: 1d20 ⇒ 1
Edit: Oh wow...3 '1's?
boon #: 1d4 ⇒ 1