
Dungeon Master S |

Feel free to dot and chit chat in character. I'll make the first post when I wake up on September 19th.

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Dot.
Looks like we are a multi-classing group!

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"Greetings and salutations friends! Thiera, you look lovely as ever, I'm sure you must have missed me since our last tryst. Bullwhip, I hope we remain close, but not as close as in the slavers pits... he shudders a bit recalling the kiss.... And August, always a pleasure, my ham-fisted friend!"
The flirty rogue finishes to Auriferous, "Well hello to you too...Are you a magician? Because whenever I look at you, everyone else disappears!"

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Auriferous bows to the charming man.
"Well now, I'm no magician but you do have a way with words. With a bit of luck we'll have a mission more suited to them than my last one. "
She wrinkles up her nose in distaste.
"I think I'm still getting the sewer smell out of my clothes."

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Dot. FYI, I'm actually going to a meatspace convention on the weekend of the 19th, and I'll be getting some Core GM credit which will put Piper up to 3rd level.

Dungeon Master S |

Yay conventions! No problem. Piper will be the only 3rd, so the subtier doesn't change (unless others have the same thing happen to them.)

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"It is good to see you all alive and well. I have no idea why we have been called together, but I rest easy seeing such a capable team. Whatever it is, afterwards I'll buy the first round..."

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Standing beside and behind Auriferous, there is indeed a strange smell. Bullwhip's eyes tear up and he coughs while waving his hand about in front of his face. He tries to hide his discomfort as best as he can.
Bluff: 1d20 - 2 ⇒ (5) - 2 = 3
"Yer said yer needed a distraction 'Unwald." *koff* He manages to say.

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"Ah, so that's it?" Bullwhip says, pulling what might have been a rotten onion out of his pocket, old trail rations he'd forgotten since his last adventure.

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Auri pinches her nose.
Let us hope there is another trip to the sewers, rather than a grand ball, in store for us.

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"I am pretty sure I just vomited a wee bit in my mouth."
-Posted with Wayfinder

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Thiera sits demurely next to Piper, and speaks softly in a different language.
"প্রিয় , আমি জিজ্ঞাসা করতে একটু বিব্রত নই , কিন্তু আপনার বানান বই মাধ্যমে সন্ধান করতে একটি মুহূর্ত নিয়ে যদি আপনি আমি কিছু মনে না ? আমি সবসময় আমার থিয়েটারে ঐভাবে নাটক মঞ্চস্থ প্রসারিত তবেই করছি . অবশ্যই, আপনি সম্মত হন বা না কিনা , আপনি খনি কোনো জাদু যাও আমরা স্বাগত জানাই"

Dungeon Master S |

I can't walk, but I can type!
You have been called to the Grand Lodge of Absalom for a briefing. Seated in a small chamber around a darkwood table, various trophies gathered from across the face of Golarion hang from the walls. A monkey-shaped mask with a serpent’s tongue glares out from the center of one wall, a strange halberd with gold rings piercing its thick blade and dragons carved along its haft hangs opposite the monkey mask. You are alone save your fellow Pathfinders, who apparently have been called here for the same purpose.
Finally, a huge man wearing creaking leathers marches into the room. He looks at each of you, as if he were appraising a handful of gemstones freshly pulled from the earth, and nods curtly. Some of you know him as Adril Hestram, a longtime Pathfinder and rumored to be the unwitting architect of the famed Katapesh slave riot of 4702. Adril’s physique puts most half-orcs to shame. “Welcome, friends. We have a serious problem. Skelg the Ripper came to Absalom one month ago. Like many Ulfen warriors he joined the Longaxes, the Taldan Emperor’s personal guard whose duty it is to protect the embassy and Taldan visitors. Skelg also dropped a hefty sum of gold to purchase a manor in the Ivy district, something a Longaxe isn’t paid well enough to do. It is widely assumed that he brought most of his wealth with him from the north—a rumor I know to be true. “It seems that Skelg also brought a curse with him. In his letter to me, he speaks of lying abed in this miserable summer dying from the cold. Neither physician nor priest has been able to cure his ailment, and there are no signs of disease or poison. Of course, for such a man, there is no greater dishonor than to die in bed instead of in battle.
“Normally, the Pathfinder Society would monitor these events and let the authorities deal with them. However, there are three factors that have drawn our interest. First, Skelg is himself a member of our Society and has asked for our help. Second, he is a personal friend of mine, and finding a sparring partner as worthy as Skelg to replace him would be a trying task. Last, he claims that artifacts of great power are involved, and that we may be able to recover them for the vaults of the Grand Lodge.
“We view this situation as having enough importance to assign you to investigate it. Go to the home of Skelg the Ripper, learn what you can, and do your best to help him. If you find an item that is somehow connected to the curse, either retrieve it or glean as much information as you can about it. I trust there are no questions?”

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"Ah the Ivy District... I have made a few contacts there, however, I doubt that I can call in any favors with them if their husbands are home...."
Hunwald touches each of his dagger hilts, followed by his shortswords, adjusts his pack and then rakes his hand through his thick black hair.
"No questions, here... off to the Ivy District it is."

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"Ah the Ivy District... I have made a few contacts there, however, I doubt that I can call in any favors with them if their husbands are home...."
Hunwald touches each of his dagger hilts, followed by his shortswords, adjusts his pack and then rakes his hand through his thick black hair.
"No questions, here... off to the Ivy District it is."
"Hrumph."

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August chuckles at Hunwald's comments, and makes a mental note to keep an eye on him. Probably more than one of his cases will eventually involve Hunwald.
"Of course, we are happy to help."
As soon as everyone looks ready, August heads toward the Ivy District.

Dungeon Master S |

Parkview Street is true to its name, running the entire length of the Ivy District park. Standing like a tomb in a flower garden, Greydog Manor is easy to find. Six-foot-high walls surround the massive, stone building and an immense iron gate flanked by granite statues of hunting dogs stands open, offering access to the interior. Looking along the street, it is clear that locals give the estate a wide berth. The stone walls seem to give a slight chill to the air, which is not entirely unpleasant on such a hot day. The windows all have the curtains drawn, so there's little in the way of preview for its interior.

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August looks for confirmation that everyone is ready, and then he goes to the front door and knocks.

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Thiera waits patiently on the porch with August. "You're looking well, friend. It's good to see you again."
Without being too obtrusive, she listens for any sound from inside, but can hear only the sounds of the city on the road behind her.
Perception: 1d20 + 3 ⇒ (6) + 3 = 9

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Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Hun looks around the courtyard for anything of intrest.
-Posted with Wayfinder

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Curious, Auriferous almost asks the VC "If he is an old friend, why are you not meeting and talking with him yourself.."
But by the time she had formed the question the group was already being ushered out of the office and into the road.
She too joins the general throng, admiring the fancy house.
"Odd that the stone is so cold in the middle of summer. Maybe there is magic at work.."
She stands back and concentrates on the building, trying to sense magical auras - especially anything that may account for the cold. Casts Detect Magic
know(arcana): 1d20 + 4 ⇒ (12) + 4 = 16

Dungeon Master S |

The VC answers Auriferous's question with a wink before the party rushes out the door. The main door receives no answer to the knock. As you're about to step away, the door opens to a courtyard, seemingly of it's own accord, but a sharp-eyed Hunwald spots a rope mechanism. The courtyard is cool and shady compared to the street outside. Dead leaves are scattered across the flagstones and the granite steps where two Ulfen warriors stand. Each man wears a chain shirt and a surcoat bearing the Taldan crest and carries the traditional imperial guard long axe.
The guards look at you sternly, and one of them speaks.
“Skelg is ill. He wants no visitors.”
Knowledge (Nobility) and Perception checks if you will

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nobility: 1d20 + 0 ⇒ (17) + 0 = 17perception: 1d20 + 1 ⇒ (17) + 1 = 18
"And that, good friends, is exactly why he needs some. He needs cheer in his life, and word from old friends."
She steps forward in a friendly manner.
"We are as concerned about Skelg as you."
diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25

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Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Nobility: 1d20 + 8 ⇒ (20) + 8 = 28
"We're here on behalf of his good friend Adril Hestram, sent to seek a cure for his malady."

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Know(nobility), untrained: 10 + 4 = 14
Perception: 1d20 + 3 ⇒ (4) + 3 = 7
"We've received word Skelg requested our presence. Surely you would honor you master's wishes in this matter."
Diplomacy, aid another(Auriferous): 1d20 + 7 ⇒ (14) + 7 = 21

Dungeon Master S |

These Ulfen warriors are wearing their surcoats backwards, like they have no idea what they're doing. Very odd.

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"Uh... sidebar, please."
Piper huddles up her fellow Pathfinders for a private conversation.
"I think these guys are imposters. They clearly don't know the first thing about how surcoats are supposed to be worn. We need to get past them."

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"Great. You distract them."
Thiera nudges Piper forward, and moves to the back of the group. With her companions screening her actions, she surreptitiously begins to cast sleep.

Dungeon Master S |

Guessing you don't have still/silent Sleep, but you do get the jump. I'll rule that Sleep goes off on your turn.
The guards realize something is up when the group of you pull back and Thiera begins casting a spell.
Baddies: 1d20 + 2 ⇒ (15) + 2 = 17
Thiera: 1d20 + 2 ⇒ (15) + 2 = 17
Auriferous: 1d20 + 1 ⇒ (11) + 1 = 12
Dupine: 1d20 + 2 ⇒ (1) + 2 = 3
Piper: 1d20 + 8 ⇒ (8) + 8 = 16
Hunwald: 1d20 + 7 ⇒ (4) + 7 = 11
Bullwhip: 1d20 + 2 ⇒ (19) + 2 = 21

Dungeon Master S |

Roll Off:
Baddies: 1d20 ⇒ 15
Thiera: 1d20 ⇒ 12
Initiative Repost:
Bullwhip: Go!
Baddies: TBD
Thiera: Sleep goes off + TBD
Piper: TBD
Auriferous: TBD
Hunwald: TBD
Dupine: TBD

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Bullwhip moves forward, his axe in hand, to intercept the attackers once their intentions become clear.
He stops just a bit in front of Piper.

Dungeon Master S |

The two Ulfen men were obviously about to flank the diminutive wizard, but when Bullwhip stands in their way, their plans change. Instead they each bring a greataxe up and swing for the dwarf. They run the risk of a free swing, drawing an AoO from Bullwhip.
Bullwhip's AoO: 1d20 + 5 ⇒ (10) + 5 = 15 Miss
Axe 1: 1d20 + 3 ⇒ (18) + 3 = 21 DMG: 1d8 + 2 ⇒ (2) + 2 = 4 You should update your HP
Axe 2: 1d20 + 3 ⇒ (2) + 3 = 5 Miss
Thiera's spell goes off, but she can't get them both AND ignore Bullwhip. Your call on if you want both, or one.
Round 1:
Bullwhip: Double move
Baddies: move and attack
Thiera: Sleep goes off Current
Piper: TBD
Auriferous: TBD
Hunwald: TBD
Dupine: TBD

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single move actually. Just could get anywhere better with it.
Will save (vs spells): 1d20 + 3 ⇒ (14) + 3 = 17

Dungeon Master S |

Red Guard: 1d20 + 3 ⇒ (18) + 3 = 21
Blue Guard: 1d20 + 3 ⇒ (8) + 3 = 11 Zzzzzzzzzzz
Thiera's spell drops one of the guards. The other is raging too hard to care or stop.
Round 1:
Bullwhip: Move
Baddies: move and attack
Thiera: Go!
Piper: Go!
Auriferous: Go!
Hunwald: Go!
Dupine: Go!
Red: 0
Blue: 0 (Sleep)

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August steps up and sends a flurry of shurikans at the red guard.
Attack: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 1d2 + 3 ⇒ (1) + 3 = 4
1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d2 + 3 ⇒ (2) + 3 = 5

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Thiera delays until after all of the others have acted.
Then, if the remaining guard is still attacking, she fires a bolt of blue force.
force missle, auto-hit: 1d4 + 1 ⇒ (1) + 1 = 2 Edited. *sigh* 1d41 was better

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August steps up and sends a flurry of shurikans at the red guard.
[dice=Attack]1d20+1=6
[dice=Damage]1d2+31d20+1=11
[dice=Damage]1d2+3
"Ouch! Ouch! Ouch! Ouch! Ouch! Ouch!"

Dungeon Master S |

August fumbles a bit with his shuriken, narrowly missing Bullwhip.
Round 1:
Bullwhip: Move
Baddies: move and attack
Piper: Go!
Auriferous: Go!
Hunwald: Go!
Dupine: Miss
Thiera: If needed: 1d4 ⇒ 2
Red: 0
Blue: 0 (Sleep)

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Thiera delays until after all of the others have acted.
Then, if the remaining guard is still attacking, she fires a bolt of blue force.
[dice=force missle, auto-hit]1d41=40!?!
Damn! Don't mess with Thiera or her intercontinental ballistic force missile. You know it might be worth it to take a level or two of evoker. ;)