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When his blade sunk into flesh; Jivs had a moment of worry that he'd just stabbed one of his friends. He dismissed it though when no one started yelling. He called again for assistance.
Where are they?! Whats happening?

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Attack Roll: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

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Aranan, one Gillman lies dead - nailed to the table by Jivokun, and the other one knocked spark out cold by Raoul, Barmaid is up though!
The Barmaid clears her eyes then takes in the situation before her.
She points a finger and shouts at the huge aquarium, which in a dramatic display of crashing glass and pouring water (not to mention fish!) disgorges its contents across the bar room and also into the water beneath the building!
No doubt you've all seen the movies!

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On his action, Amris will attempt to lunge an attack as the wicked bartendress... "Watered down drinks, and now this? I won't be returning to this tavern again."
rapier: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d6 + 2 ⇒ (1) + 2 = 3
concealment: 1d20 ⇒ 15
"Looks like all I will be piercing is the night"

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Amris would probably still be moving to her this round, as he is still blinded so can only shift at a reduced speed :( Will hold it over though as that is a nice roll!
R2
Jivokun (blinded) (Worrying about bad guys)
Amris (blinded) (running blindly -literally - at bad guys)
ENEMY PARTY (Blew up the massive fishtank)
Grogson
Pozuket
Raoul
Aranan

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Move and trip 1d20 + 4 ⇒ (1) + 4 = 5
Grogson moves quickly to the sea witch's side, but is unable to hook her scaly legs. "As slippery as an eel!"

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Did the barmaid make her concentration check to avoid an attack of opportunity? I'm threatening her, and she can't 5' step out of my reach.
AoO (if relevant): 1d20 + 0 ⇒ (20) + 0 = 20
Crit confirm: 1d20 + 0 ⇒ (12) + 0 = 12
Damage (assuming no crit): 1d4 - 1 ⇒ (3) - 1 = 2

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She can take the step, but because her back is to the wall, she can't get out of my reach by doing so.
Edit: Oh, I see what happened. I read the map wrong before - I meant to move to K13, i.e. directly in front of her. But my eyes skipped over so I said L13.

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OK no worries, will adjust accordingly - she gets her 5' and you get to stick her - Concentration 1d20 + 5 ⇒ (14) + 5 = 19 - looks like she still got it off... water water everywhere!
R2
Raoul
R3
Jivokun (blinded)
Amris (blinded)
ENEMY PARTY*
Grogson
Pozuket
Raoul
Aranan
*Unless Aranan, Raoul, or Amris drop her before her action, her next action WILL provoke an AoO from Pozuket (due to movement) feel free to lodge that one early.

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Raoul remains standing, despite the flowing water. Great, now I'm going to catch cold...
He draws his wand of Magic Missile. With a flourish, Raoul points the wand at the barmaid that seems to be causing so many problems. A bolt of arcane energy bursts from the wand.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

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Aran moves up to I12 and readies his morningstar, preparing for any enemy to move near him, at which point he will unload a heavy shot onto them.
Readied Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Readied Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Attack of Opp: 1d20 + 5 ⇒ (6) + 5 = 11
Opp Damage: 1d8 + 3 ⇒ (2) + 3 = 5

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Not willing to allow the lady to get away, Grogson follows closely behind. Swinging his axe hard, but with its counter-balance instead of bit. Grogson wants this one alive.
Non-Lethal 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8 DMG 1d10 + 3 ⇒ (1) + 3 = 4

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Raoul puts his hand on Jivokun's shoulder. He gives him an update on what has happened while the rogue has been blinded.
"The two gillmen that were at our table are down. One by your hand - nice work, by the way - quite on the way to death, and the other is unconscious thanks to a spell of mine."
Raoul then walks to the down gillwoman H.6 and fires off another bolt from his wand at the barwoman that seems to be trying to get away.
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4
That gillwoman will be waking up soon, but will still be stunned and blinded.

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AoO: 1d20 + 0 ⇒ (3) + 0 = 3 Aww, why couldn't the 20 from before be this one. :(
Pozuket jabs at the barmaid as she goes past, but she simply ducks under his rapier and continues on her way.
"After her, my friends. We must not let her escape, after her attempted perfidy!" Suiting action to words, the gnome jumps down off the bar and attempts to close with her again.
Bardic performance, for inspire courage again, although only those within 30' benefit - most people are too far at the moment. Then moving so I threaten her, if I can (20' speed). Now that I'm performing, if she survives all the to my turn, I will probably drop her.

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Pulling away from Pozukets swipe, she continues on across the bar and launches herself at the hole where the fishtank was. Battered and bleeding, she disappears into the waters below.
The tavern is mostly still apart from the fish flapping on the floor. One gillman nailed neatly to the table, and a gillwoman lying stunned and unconscious on the floor.
The relic is safe.

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"Krutz!", bellows the dwarf, slamming a mailed fist onto the bar. "Gather the delicate and the relic. We must move with all haste. No doubt others are awaiting their return. Search the bodies and bind the prisoner. We still have a sea journey to make and have no time to dottle."

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Thank you brother.
Jivs replied to Raoul for clueing him in. He wrenched his dagger free from the body of the gillman adn whiped it clean until his sight returned to him. He heard Slagtoes pushing for a retreat.
We still have a deal to make yes? Perhaps these were just imposters. What do you say Rees?

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Nester looks a bit disappointed in the outcome of the 'meeting' "I had hoped that this would all be above board and an opportunity to examine a new relic or artifact, instead it was a pedestrian swindle"
Nester looks set to take his complaint to the Gillman embassy, and frog march the gillman back there as a symbol of his disappointment.
Pretty much all over bar the shouting chaps. Allowing for any last minute thoughts, and with any such posts resolved, will wrap the session tomorrow!

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Aran pulls out a few bits of rope and hands them to Grog, "We may wish to take this chance to tie them up, since they will not be resisting. Otherwise, we will have another fight on our hands," he then looks to Rees, "Shall we attend this meeting at the embassy with you? Since we were here on an official capacity?"

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"Damn it all, grab the damned living and leave the dead. We must move! If not for gilman, then town guard! I will carry the girl and get Rees to move. To hell with this deal and these stinkin' fishfolk. Sea rats they are." With that Grogson moves with all haste to cuff and stuff the living member of the delegation.
Grogson's haste is not as necessary here as it would be outside a PFS game so do what you all need. Just keep in mind moments in debate can lead to moments in the state...pen that is, ;).

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Good one indeed Slagtoes
Jivs head whipped around at the dwarf's mention of town guards...have we broken any laws?.. not good...
So this was all a waste of time and a risk of life... not to mention the relic. Do we call it a bust Rees? Or is there a contingency?

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"We were attacked, we fought for our lives. We used only the amount of force that was necessary. We are surely within the realm of the law. We should simply bind them and wait for the guard."

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Once the dust (and water) settles...
Nester Rees strides off to the Gillman Embassy, captive in tow.
After some deliberation it becomes clear the Low Azlanti were completely unaware of the activities of Ulionestia and her allies. After everyone is comfortable that this was a genuine double cross, the Aspis consortium having clearly made some earlier deal with Ulionestia and not the Embassy, you give the Low Azlanti ambassador Gloriana Morilla’s letter, though when he opens it he simply smirks to himself and shakes his head at a silent joke he doesn’t share.
You safely return the genuine Pathfinder artifact to the vaults of the Grand Lodge, after a brief sea journey home – it has become clear the Aspis consortium weren’t watching the sea particularly well. Venture-Captain Dreng thanks you for your efforts and apologizes for sending them on a fool’s errand, but he commends you all for uncovering the ruse and preventing the Society’s enemies from gainingcontrol of a true Azlanti artifact.
Thus Ends - First Steps, Part III: A Vision of Betrayal
Roll credits and out-takes
Chronicles due out tonight or tomorrow morning, but long story short as (most of you) have now been through three sessions its 'welcome to level 2' time. Please read the guide to organised play for level up/advancement process (importantly, HP progression)

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Pozuket's last word on the matter is simply the last in a string of unflattering names in several different languages which he is applying in absentia to the betrayers, and especially the one who got away.
"Maybe I should take up fishing? I already have my fish story."

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Primer
The Storval Rise is a cliff of immense proportions which stretches across the width of Varisia, dividing it in two like an unavoidable facial scar. Reaching heights of over a thousand feet in the south, the Rise begins as low as only a few hundred feet in the north, by the Velashu Uplands. It is here, at the cliff's lowest point, that ancient giants built the Storval Stair, which still provides the easiest access from the fertile lowlands to the harsh Storval Plateau above. Much of the cliff face is filled with ancient statues and monoliths, relics from the long-lost empire of Thassilon. One such ruin is the mysterious hexagonal city of Kaer Maga, which sits atop the edge of the Rise at the falls created as the Yondabakari River plummets to the land below.
Standing atop the Storval Rise, the cliff-top city of Kaer Maga (pronounced kare MAH-gah)is built inside the ruins of an ancient fortress: a six-sided ring of 80-foot-high seamless stone, stretching more than a half mile in diameter and topped with towers of every shape and design. Also known as the Asylum Stone, Kaer Maga has served as a refuge for exiles, misfits, and ne'er-do-wells fleeing persecution and prosecution for thousands of years, and is known throughout Golarion as a place where anyone can fit in, and where anything can be bought and sold.
Though an anarchic "civilization", a loose consortium of groups, gangs, and families rule the people of Kaer Maga. The entire city is a melting pot of citizens from all cultures, such as the Ardoc family of Bis, the Brothers of the Seal, who are ready to kill each other over whether or not they should open the great portal they guard somewhere deep in the caverns beneath, the gently whistling Sweet-talkers of Tian, with their lips sewn shut to keep them from uttering the true name of their god, the troll seers who predict the future by casting divinations with their own intestines, and finally the bloatmages, with the leeches that keep them alive attached to their bulging bodies.

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The City of Strangers, part I: The Shadow Gambit
It’s been nearly a month since Venture-Captain Drandle Dreng, a decrepit yet well-respected Pathfinder, instructed you to meet him dockside in Absalom.
On arrival, Dreng herded you on to a Korvosa-bound merchant vessel and gave you a series of quick, stern instructions. “One of my good friends, amerchant in the Varisian outcast’s haven known as Kaer Maga, sent me a very strange letter, which I need you to investigate. The merchant—his name is Horis Collgardie—tells me that the residents of Kaer Maga are very upset about the Society’s plan to build a lodge in their city and even further upset that the agents we sent are making trouble, stirring up the delicate balance of power that exists in the so-called City of Strangers. The trouble is, not the Decemvirate or any venture-captain I can find gave the okay to build a lodge there. We know it would be folly to do so—at least right now—and so this idea that Collgardie has that the Society is there and doing just that is worrisome". Pausing to gather his thoughts, he reads your faces for a reaction.
"In a few weeks time, you’ll be in Korvosa. From there, book passage on a river ship for Harse, then travel overland to the road’s end at the cliffs below Kaer Maga—the so-called Twisted Door. There you must pay the Duskwardens to escort you through the Halflight Path to reach Kaer Maga. Once inside the city, find Collgardie and find out what he’s talking about. If there are Pathfinders in the city founding a lodge, tell them I order them to stop at once. If this is some kind of ruse, get to the bottom of it and do what you can to keep our Society’s good name in Kaer Maga—we may not be completely welcome there, but neither are we unwelcome. Let’s keep it that way. Any questions?”

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"Could this be the Aspis Consortium out to ruin us somewhere to get a better footing?"Aran asks, standing behind his cohorts, not wishing to get in the way, but hoping to stop some nefarious plot if the opportunity is there, his hand grips the pommel of his sword almost as a form of relaxation.

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Placing a meaty, mailed hand upon Aldori's shouler, Grogson says [/b]"Worry not, boy. We'll handle 'em quick enough. No matter who is involved."[/b]

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"Could this be the Aspis Consortium out to ruin us somewhere to get a better footing?"
”Find out if the story has any merit first, and if you find it does, then tread carefully whilst you find out who or what they truly are then put a stop to them Warn them off, tell them it is a bad idea, but don’t go stomping about the place like it was a pharaoh’s tomb. Be cautious, be careful, and be courteous—even if the locals make fun of you for doing so. Oh, and the locals are likely not what you expect—you’ll see when you get there.”
Last check ins, and final shopping :)

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Just FYI - life's been even more hectic than I expected. Currently in the hospital waiting on a family member to get out of surgery. If all goes well, I should be updated to level 2 and ready to start by late tonight.

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I'll try to have Raoul ready to go today. I've brought the kids to visit my mom, and we've just been really busy. I've been able to check in on my characters, but there are tweaks that I want to make to Raoul before I finalize him for 2nd level and I just haven't been able to devote the time to it. If you need to move forward without me, I bear no hard feelings.

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"That's where the delicate political balance may have worked the other way; if these people have led people to believe they are part of the Society then that affords some protection, the various groups would be of the belief that taking open action against them might warrant a reprisal from us, and this means taking some losses...which leaves them in a precarious position with their rivals. They might not be able to afford to strike yet over a small issue - they'd expect a little larceny here and there, the odd mouse stealing some cheese, but eventually enough becomes enough. If that happens, they might collectively decide that Pathfinders are a problem to be stopped by committee, and then we'd have a problem if we decided to settle there. Best we nip it in the bud."
Fair enough chaps :) family first!

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"Well, then we must act with due diligence. If they are that convincin', we may become a target of their lies before we can stop 'em."