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"Aren't efreeti the fire giant people?" Sunlight Under Stone asks, slightly confused. "Why would a fire person have a business distributing ice? Wouldn't they melt it all?"
Sunlight Under Stone would recommend trying one of the side doors first.

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Andor agrees with Sunlight.
”Let me first scout the place!“
Perception : 1d20 + 10 ⇒ (5) + 10 = 15
Stealth : 1d20 + 8 ⇒ (17) + 8 = 25

GM MattMorris |

The side doors are steel, and locked. You don't detect any movement inside, but the doors are thick and there are no windows you can see.

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Robyyn moves up to the door and peers through the porthole in the door, listening as he tries to discern what the sounds of movement might represent.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27

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Andor will also check for traps at the door that Robyn is looking through.
Perception: 1d20 + 11 ⇒ (1) + 11 = 12

GM MattMorris |

The porthole is on the front door. It is covered from the inside, so you aren't able to see within. You also don't hear anything of interest from inside the building. Seems pretty quiet.

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Andor starts to open the lock with his tools.
Disable device: 1d20 + 14 ⇒ (11) + 14 = 25

GM MattMorris |

Andor starts to open the lock with his tools.
[dice=Disable device]d20+14
You doing the front door?

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I actually though we are at the side doors as sunlight suggested. :-)

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It sounds like Robyyn did his investigation at the front door, but my intent was to keep him with the party. Honestly, I wasn't sure from the description which door is which. Feel free to adjust Robyyn's position on the map accordingly.

GM MattMorris |

I actually though we are at the side doors as sunlight suggested. :-)
That's fine, I just wanted to make sure, as the porthole is in the front door.
Andor successfully opens the door of the building and is able to peek inside. Several large blocks of hanging from the expanded ceiling of the main room. The ice blocks vary from Medium to Huge in size, and are mostly strapped in place with metal chains. A figure is frozen in a Huge block of ice nestled in the center of the saloon. She’s visible within, despite the thickness of the ice. Four metal chains hold the ice block in place. The prison rests just above a hole in the saloon’s floor that leads down into the open air beneath the building.
In the dim interior, you can barely make out a Large creature moving around on the far side of the room.

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Andor starts to sneak in to learn more.
Stealth : 1d20 + 9 ⇒ (11) + 9 = 20
Perception : 1d20 + 11 ⇒ (19) + 11 = 30

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Sunlight Under Stone follows Andor, trying to keep to the shadows.
Stealth: 1d20 + 12 ⇒ (17) + 12 = 29

GM MattMorris |

Andor: Knowledge (local): 1d20 + 8 ⇒ (4) + 8 = 12
Andor: Knowledge (planes): 1d20 + 8 ⇒ (14) + 8 = 22
It is quite dark inside the bar, with the only illumination filtering up from below the block of ice that holds the prisoner. Sunlight Under Stone moves into the building with barely a rustle of leaves, but Andor puts out a foot that makes the slightest creak on the floorboards.
From across the room, a lumbering figure calls out in Auran, "What's that? Who's there?" It has light blue-green skin and cold, piercing eyes. Dressed in rough furs, its tusked jaw juts forth in a long underbite. At it's shout, another creature peers around the corner, a small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.
The interior of the building is also shockingly cold. It could be harmful for you to spend long periods in here.

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Robyyn moves into the warehouse when he hears the call from inside. Immediately noticing the block of ice, he tries to determine who or what is trapped inside.
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Knowledge: 1d20 ⇒ 13 (planes +12, arcana +11, nature +10, local +8, dungeoneering/religion +7)

GM MattMorris |

Robyyn, the person inside the ice matches all of the descriptions you have been given of Jamila.

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GM, regarding the ice mephit: resistance, special defense please. I assume Andor also realised that Jamila is trapped in the ice block with his perception roll.
Andor drinks his mutagen.
+4 Dex, +2 nat armor, -2 Wis

GM MattMorris |

The giant creature advances on you and rumbles (in Auran), "What business do you have here? Speak quickly; we all have work to do."

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Andor thinks for a moment.
”We are the here to pick up the djanni. Your eefreti master is informed and approves. Payment has been processed. Help us get her out of the ice immediately!“
Bluff : 1d20 + 8 ⇒ (20) + 8 = 28

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As Andor distracts the guards, Sunlight Under Stone creeps through the barstools, trying to get around behind the bar.
Stealth: 1d20 + 12 ⇒ (7) + 12 = 19
GM, I'll let you decide how far Sunlight gets and move the token appropriately.

GM MattMorris |

The creature looks a bit puzzled, (in Auran) "You're agents of Hshurha? Well, I suppose you have a sylph to keep you in line. If you've paid the boss, the prisoner is all yours." He gestures to the giant block of ice, inviting you to take it.
The block of ice looks very heavy.

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Menarul steps in behind Andor and gives the block an appreciative look. He picks up a bottle from his bandolier and quaffs it in one go. After a second or two, his skin hardens significantly before taking on a striated, bark like pattern, thick cracks forming where joints and movement necessitates. Looking a little closer his form also seems to have bulked up some. He glances back at Robbyn and says in Auran, "I might be able to take it, boss, maybe if we get a sled system set up."
Bluff Aid (does that even help right now?): 1d20 + 5 ⇒ (11) + 5 = 16
Imbibing Str Dendrite Mutagen for a +2 to str and a -2 to Int, +4 Natural Armor and 1 fast healing in bright light, lasts 30 min

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Sunlight Under Stone tries to sneakily put the suspicious-looking bottles in their pack.
Stealth: 1d20 + 12 ⇒ (4) + 12 = 16
Remember that everything here is subjective gravity, folks. Can we use that to our advantage with this giant block?

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Andor nods and looks at Robyn.
”Yes, the sylph here is the boss and we are of course agents of Hshurha! Now help us to get this foul being out of the ice? Is there an easier method than breaking the ice?!“
Bluff : 1d20 + 8 ⇒ (20) + 8 = 28
Wow. Two twenties in a row. This was easier than thought. ;-)

GM MattMorris |

"I can't see why you'd chop her out before delivery. She's a slippery one and I wouldn't want her to escape. I'm sure the Duchess would be very angry."
The troll has bought your story, but it seems like he might be suspicious of freeing the prisoner. As Sunlight Under Stone pointed out, it might be easier to move the block of ice than you might expect.

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Menarul takes his slightly larger self up to the block of ice and tries to convince himself that it isn't anywhere near as heavy as it looks. "I'll get this, Boss. De halfling's just 'fraid of looking weak."
Will to set new gravity? DC 16: 1d20 + 3 ⇒ (13) + 3 = 16
Bluff Aid: 1d20 + 5 ⇒ (13) + 5 = 18

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"So quickly you forget where we are. Secure the ice block, it'll be light as a feather once we attune the gravity properly." Robyyn embraces his role as the one in charge, pointing and directing, with no apparent intention to lift a muscle.

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Cal has been outside, trying to decide how to proceed. When he hears the plan developing, he uses alter self to transform into a sylph, and then he'll enter, trying to look like appropriate muscle, and head over to the ice block., helping Menarul to guide it.
it seems Menarul made the check, so GM let me know if you want a particular roll from me. Oh, and it there an obvious door for this giant block to go through?

GM MattMorris |

Menarul establishes his mental control over the gravity of the ice block.
The only way to get the block out of the warehouse is to unhook the chains and lower it through the hole that is beneath it.
So, with that check if you choose to follow it outside, the block will slide out through the hole in the floor into the air below the warehouse. From there, we'll need one more Will save to set the gravity of the block so that it lands somewhere outside of the warehouse. I would say that you will have to be touching the block (effectively falling or flying) to effect its gravity. (Bit of a vague spot in the gravity rules, so I'm open to other arguments about how this would work.)

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Cal goes to work unhooking the block from the chains.

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Having secured the bottles, Sunlight Under Stone tries to sneakily sneak by under the barstools.
Stealth: 1d20 + 12 ⇒ (10) + 12 = 22

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"Yes, right through the hole there... perfect. Now, careful, we want to set it down gently... you need to reverse the gravity again... careful... oh, it'll never work that way." With a glance towards the troll, Robyyn shakes his head. "A boss' work is never done..." he mutters as he places his hand on the block. "I'll set the gravity myself... we don't want this one to crack."
Robyyn will feather fall alongside the block with hand touching it so that he can set the gravity appropriately.
Will DC 16, gravity for Robyyn: 1d20 + 6 ⇒ (16) + 6 = 22
Will DC 16, gravity for block: 1d20 + 6 ⇒ (11) + 6 = 17

GM MattMorris |

With Robyyn's control of the elements, and Menrul's strong will, you are able to pilot the ice block out of the warehouse. Without fear of interruption, you are easily able to hack Jamila out of the block of ice.
Menarulr: 1d20 + 8 ⇒ (12) + 8 = 20
Calvert: 1d20 + 8 ⇒ (9) + 8 = 17
Sunlight Under Stone: 1d20 + 9 ⇒ (2) + 9 = 11
Ancient Stone Glider: 1d20 + 6 ⇒ (7) + 6 = 13
Toral: 1d20 + 9 ⇒ (8) + 9 = 17
Vaylin: 1d20 + 8 ⇒ (4) + 8 = 12
In addition to the suli, you find a glittering necklace of red, spherical beads embedded in the ice.
Once Jamila is freed from the ice and brought back to a location with a normal temperatures, she quickly regains consciousness, though she is exhausted and confused:
"Who are you? What happened!?"

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Spellcraft DC 25: 1d20 + 13 ⇒ (10) + 13 = 23
Robyyn tries to identify the necklace, but isn't able to figure it out. He instead turns his attention to Jamila and her recovery.
"We are Pathfinders... we've been on your trail for quite some time. When we first started chasing you, we were foes, in fact, but we've now come to understand that the Pathfinder Society and Concordance of Elements are attempting to become allies. We're here to rescue you and help."
It doesn't look like Robyyn had a perception roll included in that spoiler, but I assume it's not relevant anymore as we found the necklace.

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Sunlight Under Stone crosses their arms. "Ashasar sent us," they say grumpily. "And if you'd thought to ask before running off with Pathfinder stuff, we all could have avoided this whole mess." Passing a wand off to Robyyn, they ask more gently, "Do you need healing? I imagine you didn't go quietly into that block of ice."

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Andor nods after hearing his companions’ speeches.
”Well, I am sure you find all this strange. But you can trust us!“

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"I'm not insensitive to your frozen state, but do you know where the Horn of the Hurricane is? If the Duchess or her agents now has it, we need to get it back."

GM MattMorris |

The janni answers you: "I thank you for the rescue, but I have worked with enough Pathfinders in the past to know that you might have intentions that aren't immediately evident. Credulousness is not a quality that survives long in Port Eclipse. I'm sure you won't mind if we return to my safehouse so I can confirm your story with Ashasar." Jamila looks you over. "I assume if you got this far you know how to handle yourselves without attracting attention. Here are the directions to the safehouse. Meet me there as soon as possible. As you have assumed, the Duchess and her minions will be hot on our trail."
With that, Jamila gives you brief but clear directions on how to reach the safehouse and her eyes gleam as she passes her hands in front of her body and fades from sight. You hear her voice, low and urgent, speak out of thin air, [b]"Hurry, but avoid attracting attention. Agents of the Duchess could be anywhere."
You can make your way to the safehouse without attracting attention by making Disguise or Stealth checks. Everyone needs to make either one or the other if you want to avoid attention.

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Cal does his best to look like a dockworker.
Disguise: 1d20 + 3 ⇒ (1) + 3 = 4
anyone have a disguise kit? If so, I may burn a reroll . . .

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No disguise kit here, Cal, sorry.
Robyyn readies himself with the others, prepping guidance to help himself out, then tries his best to stick to the shadows as they follow Jamila's directions.
Stealth, guidance: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20

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Well, at least Cal looks like a sylph for the time being. Maybe that'll help.
Sunlight Under Stone slips back into the shadows, silent as a... stone.
Stealth, Guidance: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33

GM MattMorris |

Cal isn't much at disguises, but Robyyn and Sunlight Under Stone manage to lead the group by an unobtrusive path to the safehouse, a squat structure that looks like the entrance to a cave, nestled along the interior stone of Port Eclipse. Unlike most buildings that jut out into the inner space of Port Eclipse, this building is burrowed into the cavern wall.
Jamila appears just outside the door as you approach. "Good to see you found the place. Follow me."
Jamila’s arrival is met with a quick nod from a creature that looks like a humanoid bee, who hands the janni a key to one of the backmost rooms. Once inside, Jamila pushes back the cover to a hidden alcove and removes a scroll. "You can safely wait here. I hope that what you say about the alliance between the Concordance and the Pathfinder Society is true. I will be back in 10 minutes." With that, she leaves the room.

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Stealth : 1d20 + 10 ⇒ (8) + 10 = 18
Spellcraft : 1d20 + 8 + 1d6 ⇒ (14) + 8 + (3) = 25
”She is probably casting ‘sending’. Let’s see what happens!“

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Robyyn nods cautiously at Jamila as she leaves, but tries to stay alert. I hope the alliance is true, too; this would be a great place to ambush a group of unsuspecting Pathfinders, wouldn't it?
Sense Motive, alertness: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22
Spellcraft DC 20: 1d20 + 13 ⇒ (16) + 13 = 29
He catches a few characters on the scroll before Jamila leaves, and looks at Andor with respect. He got that from just a glance at the scroll as well. He knows his stuff, that's for sure.
He keeps an eye out for any surprises until Jamila returns.
Perception, alertness: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28

GM MattMorris |

After 10 minutes, Jamila returns to the room with a smile on her face. "Ashasar confirms your story. I must thank you again for rescuing me, and tell you how pleased I am that the Concordance and Society are working together. I was not happy to steal from the Society, though the leaders of the Concordance thought it necessary at the time." Her thanks conveyed, Jamila continues to the mission at hand: The Horn of the Hurricane is hidden in one of the many airship repair yards on the fringe of Port Eclipse. Concordance agents tracked the horn for some time prior to its arrival in Port Eclipse, having pinpointed it as being used as the centerpiece of a djinni noble’s airship mast. A freak storm wrecked the vessel, and the remnants ended
up in an airship junk yard in Port Eclipse. Just before the Coldfire King’s agents nabbed me, I’d come to an agreement with the proprietor of the airship junkyard to trawl the wreckage of the ship for the horn.
As far as I know, the Duchess's agents are unaware of the horn's location. We shouldn't have much trouble at the junkyard. It's run by an awakened clockwork and its sizable force of clockwork
assistants. The proprietor gave me unrestricted access; The passcode for the automatons is the word “balance” spoken in Aquan, Auran, Ignan, and then Terran. The tricky part, is that you'll need to find the horn by sifting through the debris. I think there's a substantial amount."
Jamila suddenly grips the back of a nearby chair. "I'm sorry, but I think you are on your own here. Being frozen in that block has left me exhausted. I plan on shifting to the Material to recover as soon as you leave. I will return here tomorrow. Meet me here if you are successful and we will lie low until your ride home arrives. Good luck, Pathfinders."
Any questions for her?

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I think we have this covered, but just in case . . .
"Can you teach us how to say 'balance' in Aquan, Auran, Ignan, and Terran?"

GM MattMorris |

"Of course!"
She demonstrates for you and has you repeat the passphrase to her satisfaction.

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Andor smiles at Cal.
”I wanted to ask the same! So let’s go!!“

GM MattMorris |

The shipyard looks more like a junkyard at first glance. Pieces of airships are lashed to assorted metal pylons that float in the air at regular intervals. Smaller scraps are secured with cargo netting, or tethered like garbage kites, onto these pylons. Flying clockwork creatures resembling crabs with various construction appendages, maneuver around the area. Several humanoid clockworks mill about, picking up and maneuvering pieces too large for their smaller kin
to handle.
Upon your entrance, one of the smaller clockworks dislodges itself from a pile of junk and greets them.
Assuming someone says the passphrase. Let me know if you don't want to!
When you say the passphrase, the clockwork servant levitates upward and quickly ushers you toward a cluster of the large pylons. Summoning several of its mechanical allies, the lead servant and its kin begin digging through the pieces of airship parts. One of the servants directs your attention to a particular wreck and you can spy a horn atop its mask, which has fallen to the ground. (See map)

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Andor would have drunk his mutagen before entering.
Andor is very excited.
”Look. There it is!“ He runs to the mast.
Can you please move him. Thanks