
Tomaru |

"Of course now that I'm pretty again, she'll have nothing to do with me. It seems that Desna has turned her smile from me for the moment."

Praxim |

Lym casually reaches out and dope-slaps Tomaru.
"I have no desire to marry a priest," she says in a level tone. "For saintly folk, you people keep ungodly hours, and I like to sleep in because I'm up late studying my books. Now go to your temple and give thanks or something, so we don't lose whatever favour Desna has chosen to give you. Meet us back here when you're done. Praxim, do you need to make any devotions before we go?"
"Thank you, but I'll make my devotions on the road."

Varisian Chronicler |

Assuming you travel by foot, it takes two and half days to reach Magnimar. You run across a group of belligerent goblins along the way, but they're dead now.
You reach the large city and take note of the most obvious feature in Magnimar's landscape - a sheer cliff divides the city into two major sections: one on top of the cliff, and one below on the shore. The higher section is roughly 300 feet higher than the lower.
Two major landmarks are immediately apparent. Jutting out from higher section is a ruined stone bridge of impossible size. Near that, rooted in the lower part of the city is a tower that stands 400 feet tall.
View of Magnimar from the northwest
View of Magnimar from the west
How do you start your search?

Lym Blackhand |

Lym looks at the ruined bridge and the tower with undisguised hunger.
"The old ones built such wonderful things..." she sighs, her cloak belling out behind her in the breeze as she looks at the ancient monuments.
But the wizard shakes her head. "To business. A messenger service, you say. Yes. That would work. But where do we find that?"

Rhianni Verdani |

"This is most amazing the sights of such a city. Before we try and find a needle in a haystack, I think we need to find a safe place to have as a base?" asks Rhianni. "An inn or tavern for refreshments after the journey, to have some real food after all that trail ration stuff. Once we have a base, we can start the search for the house more easily. Patience will see us prepare to succeed, where haste rushes on into fate and bring disappointment." Rhianni cautions her companions.
On entering the city, she stops at the city guard by the gate, asking for directions to somewhere where they might stay, which is suitable for a lady and her companions. A place where the devout might honor Iomedae. She explains they are tired after their journey and a safe and quiet place for refreshments and lodgings is appropriate.
Diplomacy 1d20 + 9 ⇒ (14) + 9 = 23
Sense Motive 1d20 + 4 ⇒ (12) + 4 = 16 to find the truthfulness of his reply.

Varisian Chronicler |

Rhianni Verdani |

Our other assets are any temple for Desna, and Praxim's god who I assume is Iomedae. Rhianni can find where the street hawkers ply their trade and set up to read fortunes. She will offer the inn keeper a free reading, if he/she wants. I'm sure that Temples will use the messenger service, well they might do, so finding the house shouldn't take more than a couple of days or so, with luck.

Varisian Chronicler |

Exploration of the city reveals a rather pretentious display of architecture, gardens, and sculptures, and there seems to be a monument of some sort around every corner. It's also quite clear that the areas on top of the cliff are of the wealthier sort, with many manors among the homes here, and avenues made of marble.
Beacon's Point is filled with warehouses and simple brothels and taverns. On the edge of the district, building are sturdy structures of stone and wood. The further into the district you travel, the more closely packed and poorly maintained the buildings come, until reaching the slums at the core.
You find a tavern with a sign simply labeled "The Pig". The tattered building itself seems to have been condemned at some point, but inside activity is present. It reeks like that of a slaughterhouse, and that may be at least partially attributed to the butcher-stained clothing of some of its patrons. The copious leaks and drafty walls of this establishment seem to do little-to-nothing to alleviate the odor. On the bar are jars of strips of some sort of animal flesh pickled in a blood-colored brine.
I'll post some character-specific information later.

Lym Blackhand |

"I dare say we can afford to sleep somewhere better than this," Lym whispers to the others, a tone of distaste in her voice. "By the gods, I'd worry I was going to be slaughtered and pickled in my sleep if I went to bed here!"

Tomaru |

"It's beginning to get late. Let's return to Keystone district and find a place to rest as the guardsman suggested. In the morning we can begin to look at the areas at the top of the cliff."

Varisian Chronicler |

During the rest of the day in Magnimar, you learn a few things about the city.
The area of the city on top of the cliff is known as the Summit. Below the cliff is known as the Shore. A third area under the ruined bridge, where sunlight doesn't reach, is called the Shadow.
Along the northern border of Keystone district, The Deadeye Lodge, a small sturdy wooden structure that stands out in the urban surroundings, makes up the city's church of Erastil. On the opposite side of the district, a ring-shaped structure known as the Cynosure Tower serves as a shrine to Desna. There is no temple of Nethys, but a school of wizardry, the Stone of Seers, resides in this district.
You also hear rumors and news of disturbingly familiar events...stories of merchants, politicians, crooked guards, and moneylenders showing up dead, their bodies mutilated, faces missing, and seven-pointed stars carved into their chests.

Praxim |

Praxis checks in with the Deadeye lodge, before settling in to their inn.
However, upon hearing of the ritual victims, he says to the others, "Perhaps we should not wait, even the night, before investigating the townhouse. It might be easier to access it at night, also."
Do they have a key?

Varisian Chronicler |

You found some keys in Aldern's lab.
Among the undead's remains are his war razor, 2 rings, the mask, a noble's outfit, a small cameo engraved with Lym's image, and a key.
In this room, you also find: water-damaged charcoal drawings of Lym being killed in numerous ways, a portrait of Iesha covered in blood and rotting flesh, and a silver key ring. The key ring has two keys, the larger of which is made of iron and set with a round opal; and the smaller of which is made of bronze and has an unusually long tang ending in a set of three notched blades.

Tomaru |

"I'd rather not be found skulking about in the middle of the night in the big city if I can help it. We can locate his home with help in the morning."

Tomaru |

After a nice breakfast, Tomaru leads the group up to the Summit and tries to locate the Foxglove home.
Diplomacy 1d20 + 10 ⇒ (16) + 10 = 26 gather information

Lym Blackhand |

Lym spends an hour pouring over his spellbook, getting ready for a day which may involve magical traps and the unhallowed undead...

Varisian Chronicler |

The house is located in the Grand Arch neighborhood of the Naos district, and you find out that it was boarded up one night not too long ago.
You find the house in a nondescript location, and there are many people walking around the streets in this area, as well as an occasional guard. You see boards nailed over the windows of the ground floor of the three-story building.

Tomaru |

"Let's see if one of the keys will give us access." I don't know who has the keys. If no one objects Tomaru will have them and will try to open the door.

Lym Blackhand |

"Someone lives behind boarded-up windows?" Lym mutters. "I like this not at all. Seems suspicious to me."

Tomaru |

"Very much so." Tomaru agrees. "We should prepare for trouble." Tomaru allows a few moments for his allies to get ready, then calls out. "We were looking for the Foxgloves. I apologize. It seems we have the wrong place."

Tomaru |

Almost forgot, Bless.
"It looks like we have the right place after all and dinner does sound nice. If you'd be so kind as to open the door, we would love to come in."

Varisian Chronicler |

The door to the right of the house entrance opens, and two creatures appear...creatures with featureless humanoid shapes and hairless, scaly flesh. Their boneless arms reach out, long stretching fingers writhing and twisting as they attack. (Dungeoneering check to identify)
Initiative: Tomaru/Praxim, monsters, Rhianni/Lym

Tomaru |

"Desna, your servant needs your aid. Send an avatar to battle the evil of the world and keep your servant safe." cast Summon Monster III.

Praxim |

Praxim moves in, grimacing at the tight quarters. He drops his bow outside and draws his curve blade as he moves in to C9.
Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d10 + 1 ⇒ (5) + 1 = 6
Not optimistic...

Lym Blackhand |

"Don't cast that while standing in our way, you fool!" Lym yells, shocked. "You'll be a sitting duck! Everyone give me some room to cast!"
As soon as she can, Lym rushes forward (D10, provided she can sight the monsters from there) and casts a quick spell: "Sagittae, omne errore vacuae, volete!"
Three darts of energy fly from her hand and unerringly strike the foremost monstrosity, zipping effortlessly around Tomaru and Praxim to do so.
Magic Missile on the critter at B9 for 3d4 + 6 ⇒ (2, 2, 4) + 6 = 14 force damage.

Tomaru |

I was counting on Praxim to run interference while I brought in some help to harrass them from behind. Oh, and I like Lym's new pick too.

Praxim |

I was counting on Praxim to run interference while I brought in some help to harrass them from behind. Oh, and I like Lym's new pick too.
Hopefully, their extendo-arms don't give them reach.

Rhianni Verdani |

Rhianni runs inside, chancing all as she sweeps past the her friends and the monsters up the stairs. She stares at the creature in the door as she passes, before stopping and on the landing and starts to recite words as she waves a feather in the air. "Did you hear the one about the elf and the ouze......"
Knowledge(dungeoneering) 1d20 + 1 ⇒ (4) + 1 = 5
Cast Hideous Laughter, unless the knowledge check would inform her that such a spell would have no effect. DC=17, effective for 1 round, (bard spell for Rhianni.
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (tiny fruit tarts and a feather)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't “translate” well.

Varisian Chronicler |

Round 1
Praxim moves ahead and attacks, his swing going wide, while Tomaru begins casting. The faceless creatures attempt to bash Praxim with their tendril-like appendages, but fail.
Lym's magic hits the closer of the two creatures, leaving a good sized contusion on its chest.
Rhianni tells her humorous story. The punchline seems to have gone over their heads, because they don't seem affected.
Round 2

Tomaru |

As a celestial leopard appears behind the faceless stalkers and attacks, Tomaru asks his goddess' favor for this conflict.
Cast Bless
Bite 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 Damage 1d6 + 3 ⇒ (6) + 3 = 9
Grab1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Claw 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 Damage 1d3 + 3 ⇒ (1) + 3 = 4
Claw1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 Damage 1d3 + 3 ⇒ (2) + 3 = 5
Includes bless. Please add flanking and smite evil if appropriate.
Tomaru then steps out to allow Lym some room.