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I'm a little worried she could break a DC 29. I also don't see a reason to heal her, lets just search her office.
Palio shrugs, "Let's just check her office, I doubt she would be carrying an useful evidence on her person."

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Vinnie agrees. "If she's unconscious but stable we can always interrogate her later. Let's search her office first."

GM Nowruz |

You look into the room that Shinri potentially emerged from.
A pair of lamps hangs near the door on the west wall of this dark office, while the doors on the north and south walls remain unadorned.
Books of all ages are scattered haphazardly around the room.
Maps hang in loose layers on an easel to the northwest, and a journal sits open on the desk.

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Palio uses detect magic and detect psychic significance. He then looks around for traps before grabbing and skimming the journal.
perception: 1d20 + 4 ⇒ (11) + 4 = 15
So what part of my bluff gave me away by the way?

GM Nowruz |

Palio does not detect any magic or psychic significance but he knows that the doors are blocking his senses beyond this room.
You look over the journal on the desk.
Several letters are tucked into its pages, and a quick glance indicates this is Shinri's personal journal, and contains a record of her thoughts and plans.
Studying the journal will take about 20 minutes, but could reveal useful information. Anyone who wants to take the time to do so may make a Knowledge (religion) check to understand what she wrote. If you don't have knowledge (religion) you can make a Wisdom check.

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knowledge religion: 1d20 + 6 ⇒ (16) + 6 = 22

GM Nowruz |

After reading through the journal, Palio thinks he has figured Shinri out.
It took a bit of work to puzzle through Shinri's somewhat confused writing and some misunderstanding she apparently had, but he determines that several months ago, Shinri made contact with a malign presence during her meditations.
The presence offered Shinri forbidden martial techniques so long as she continued to contact it regularly. After continued contact during her meditations, Shinri realized the being was in fact a powerful fiend.
The fiend offered Shinri blasphemous knowledge of blood magic in exchange for her loyal servitude, and Shinri accepted. Shinri soon learned her master was bound somewhere within the Mwangi Expanse, and that a number of Ghol-Gan relics would be required to hasten the fiend’s return.
Her task was to acquire the Twelve Rites, which were taken to the now-ruined city of Boali centuries ago by the Boalisi people. Shinri’s strict adherence to the fiend’s teachings and continued contact with a growing number of the Twelve Rites have allowed the fiend’s essence to manifest itself within Shinri’s psyche.
Shinri attempted to draw what she saw; it appears as a grotesque six-armed female giant with blackened flesh and three heads. Each of her heads sports a dozen eyes and a splayed crown of golden horns.

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Vinnie listens to Palio's description of the journal with interest. "Ah, we were warned of such misunderstandings at the monastery. While the temptations of great power can be irresistible, only through true discipline can one know the way. It seems that Shinri lost sight of the path."

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I thought I made a post about this but seems to have been eaten.
Cortland looks at the locked door to Shinri's private area.
Perception, Trapfinding: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16

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"Right-o. Let's drag her back anyways, to face justice and what have you." He motions to the stable but damaged lady at the side.
"Either way, I'm thinkin' it'd be best if were makin' ourselves scarce."
He adjusts his top hat, smooths his coat, and begins to head toward the door

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GM, can you please remind us whether there is anything from the mission briefing that we have not done yet? It's been so long that I'm having trouble remembering.
Vinnie looks around Shinri's room carefully to make sure that they have not missed anything.
Perception, allnight: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
Vinnie will also examine the other elements in the room, such as the map, the easel, the lamps, etc.

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Ah, I missed that there were two rooms left. I'm guessing perhaps we will meet the creepy fiend... :-) Vinnie is ready to enter either room whenever everyone else is.

GM Nowruz |

Vinnie peers into a dark chamber.
With his vision he see that the lamp beside the door has been shattered.
A circle is drawn in the center of the room in blood, surrounded by a ring of twenty-four unlit candles of various heights.
Small stone tablets are laid out along the circle, forming an irregular ring.

GM Nowruz |

Joseph checks the other door.
He finds a modest bedroom, with a bed, a pair of wooden dummies, and a tall cabinet.
While Palio studies the journal, Jospeh rummages around, and finds a large cold iron bastard sword and an odd leather harness that looks like it could be worn over the shoulders of a humanoid creature. The sword is engrated with runes that Jospeh does not recognize.
1d20 ⇒ 11
Back in the southern room, Vinnie realizes that five tablets lying on the floor bear a strong resemblance to the one you recovered while fleeing from the Great Mother.

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Palio closes the door, "Yeah no, none of that looks like a good time. I think we've got the evidence we need plus a witness statement, let's just get out of here before we summon demons or something. Fey I'm cool with, but not demons."

GM Nowruz |

You have successfully searched everything there is to search. ;-)
You prop up Shinri, and set out across town. As Palio suggested you pick up your witness Gideon who is very nervous. You get some odd looks with the unconscious Shinri with you, particularly as you approach the council hall.
You present your letter of introduction to the secretary and explain why you are carrying an unconscious woman around. He looks a little distressed, but has her placed under guard until the matter can be sorted out.
He tells you that he can arrange for you to meet with representatives of the four ruling factions in about thirty minutes, and gives you a comfortable room with some water and dried fruit.
He lets you know that you can expect to speak to:
Each of you may make a Knowledge (local) check for each of the four representatives to see if you know anything about them. You may also, if you wish, each pick one of the four to try to gather information from other people in the council hall with Diplomacy.

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knowledge local, lord servitor: 1d20 + 6 ⇒ (16) + 6 = 22
knowledge local, windspeaker: 1d20 + 6 ⇒ (13) + 6 = 19
knowledge local, Attea: 1d20 + 6 ⇒ (18) + 6 = 24
knowledge local, Harbormaster: 1d20 + 6 ⇒ (5) + 6 = 11
Palio tries to find out more about the harbormaster since he is least familiar with him.
diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23

GM Nowruz |

Palio thinks a moment and realises that he knows a great deal:
Mbansa is a former entertainer who inherited a struggling arms company. She has a keen business mind, and, after having turned the business around, is known around town as the "Iron Lady". She is young, and accents her dark skin with vibrant clothing. She respects those with mercantile skill and an eye for financial opportunities.
You suspect that in addition to the usual social skills, you could gain her trust with Appraise or Profession (merchant) skills.
* * *
Windspeaker Belbi currently represents the priesthood of Gozreh. She is a middle-aged woman of Caldaru descent, with weathered, sun-battered features, green eyes, and stick-straight hair. She is known to respect those who understand her faith and the nature of the winds and waves.
Knowledge (nature) or (religion) would be useful in gaining her trust.
* * *
Lord Servitor Vance Kagoshe is an elderly halfling with a clean-shaven head, an overly curly beard, and a pleasant demeanor. He respects those with an understanding of the etiquette and unspoken subtleties of the courts.
Try knowledge (nobility) with him.
* * *
Asking around the Council hall, Palio is able to learn more:
Harbormaster Takule Kanwo is an overworked man of Caldaru descent with green eyes and a trimmed handlebar moustache. As a former officer in the Senghor navy, he respects military experience and naval expertise. Profession (sailor) or (soldier) would be useful in influencing him.

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Is there still information to be gleaned or did our knowledgeable gnome get it all? Even if there is more, I am pretty sure every one of his rolls is higher than what I can get to haha

GM Nowruz |

Palio rocked!! He has gained all information! ;-) You now have to convince the council members of your cause and utilise the information that you have gained as well as the assets that are at your disposal! You need to influence all four of them and you are able to bring your arguments individually or as a group with the aid of another action.

GM Nowruz |

After a while, you are escorted to a moderately sized meeting room, where the four representatives are gathered.
The secretary makes introductions, ”Dear council members, these representatives of the Pathfinder Society seek your attention and also have brought before you a witness as well as a prisoner! It was of utmost importance to me to let you see them as the information they provided to me seem to indicate a danger for Senghor!“.
Kagoshe asks, ”So, what business do you have with us today?“

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I only have 1 useful skill for this which is Knowledge Nobility (+5). So I can throw an aid for anyone else's check if the skill is untrained. Does anyone else have Knowledge Nobility better than +5? If not I will roll to influence Lord Servitor Vance Kagoshe

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Palio has +6 in all knowledge skills.

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Vinnie does not have a single one of these skills but he can attempt to aid another with an Appraise check...
Mbansa, Appraise, aid another: 1d20 - 2 ⇒ (10) - 2 = 8 However, even that is beyond his capacity...
Vinnie bounces up and down excitedly. "But, you see, there is a whole shrine to a demon lord in her room, and, you know, all kinds of other evidence that we've gathered. I'm sure that you can't possibly *also* want to know how much I recall from my monastery classrooms!"

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We are lucky to have Palio. With Palio having a better knowledge nobility, I do not have the best skill check for any of them. I will aid where I can depending other people's checks.

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Palio goes to each of the four representatives, "So...here's what happened...[insert what happened here]. Plus we have this journal and a witness."
diplomacy for Mbansa: 1d20 + 10 ⇒ (12) + 10 = 22
knowledge religion for Windspeaker: 1d20 + 6 ⇒ (13) + 6 = 19
knowledge nobility for Lord Servitor: 1d20 + 6 ⇒ (19) + 6 = 25
diplomacy for Harbormaster: 1d20 + 10 ⇒ (16) + 10 = 26
That bard level doing work.

GM Nowruz |

The council representatives listen to Gideon’s testimony, look at the journal and the tablets and listen to your arguments, then confer for several minutes.
They call you back when they are done, and Kagoshe speaks for them. "You make excellent arguments, and your evidence is quite persuasive. The testimony of this man", he points to indicate Gideon, "goes a long way as well. He shall have to answer for his own role in those crimes, but we shall see that he receives consideration for what he has done here."
He stands and continues. "Provide us with a way to contact the leaders within your Pathfinder Society. We will recommend to the full council that we formally ally our city with your organization for as long as our goals coincide. And for your part, please allow us to thank you with a token of our favor."
He presents you with a phylactery of faithfulness and a pair of gloves of swimming.
Does anyone have anything further they wish to say or do before leaving the council hall?

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Palio waves to the council and Gideon, "Welp, thanks, bye. Got other stuff to do and things to see."
Hopefully I didn't take what anyone else wanted to do, but it seems like it worked out well.

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Vinnie pipes up. "Um, well you might want to have a look at the demon summoning circle that this here Shinri has in her parlor. I'm no expert, but it looks to me like it might cause you some trouble if you don't take care of it."

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Nice rolling Palio. Definatly an asset in this adventure!
Joseph sits back and listens to the gnome and his sales pitch. I need to be careful around that guy. I feel like he could talk me right into selling him my title.
Nothing to add

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Palio detects psychic significance and magic on the tablets, then messes around with and/or reads them.

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Despite his usually grandiose (and off putting) presence, the emotional energy of the united rites overwhelms his aura senses. Struggling to even breathe, he is only passingly aware of the conversations going on around him in the room.
"Separated" barely squeaks out of his mouth, still paralyzed with the psychic energies.
"Must. be. separated"

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"Should we destroy them? It seems rather un-Pathfinder-like to do so, but if they cannot be tamed perhaps we have no choice. What if we separate them from each other?" Vinnie tries to move the tablets further apart to see if this diminishes the horrific power.

GM Nowruz |

1d20 ⇒ 8
1d20 ⇒ 3
1d20 ⇒ 5
1d20 ⇒ 12
1d20 ⇒ 1
—
1d20 ⇒ 12
1d20 ⇒ 16
1d20 ⇒ 4
You have no idea what could reduce the burden.
But Cortland and Gorak remember what the collection of research documents that the Venture Captain showed you theorised about... and they believe that defeating the fiend will be easier with as many tablets as possible.
Where are you going now?

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Do we know where the other tablets are? Sorry, but I'm afraid I've lost track of some of the details that we need now over the length of time. It seems like we need to do something more but I'm not sure what. If you don't want to give anything away would you mind advising us which sections we should reread? I'm a bit lost.

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Vinnie is disturbed by the power of the tablets but feels that as a Pathfinder he should return them to the Venture Captain, who will have a better idea of how they may be safely preserved and studied.

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Palio shurgs and soon forgets all about the tablets in favor of some new, more exciting adventure.

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We did as we were tasked. One of the advantages to working in this organization is that we are not acting alone. They may need to send some more trained agents than us to take care of it. If is within our abilities, who knows they may send us to solve the problem. For now, we should report back in and see what the boss has to say. Sound good comrades?

GM Nowruz |

Palio detects psychic significance and magic on the tablets, then messes around with and/or reads them.
The tablets are magical! But what is more important is that you can feel significant psychic imprints or histories! The tablets contain significant psychic energy that spark a recognition in your mind’s eye ... you see Shinri training ... you feel an unbelievable evil ... almost as if it is observing you ... seeking you out...

GM Nowruz |

Gideon says farewell to you and again thanks you for saving his life!
You decide to return to the VC. The ship that brought you here from Eleder is at the harbour and you hope that Mirian Raas will take you back immediately.
* *
Moving through the streets of Senghor is for the most part pleasant.
Most people in the city have a high standard of living, and there is a strong sense of community.
The average buildings range from 12 to 16 feet high, and the streets are both paved and clean.
You suddenly see a child approaching you. It looks destitute ... it holds out it’s hands, begging for spare coins.
You notice that the child seems out of place, as though they aren’t locals.

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Vinnie believes we should take the tablets with us, but will defer if everyone else wants to leave them here.
Sense Motive, allnight: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18
Vinnie offers the child a few coppers. "Who are you lad? You don't seem like you are from here. Have you a tale to tell?"

GM Nowruz |

Perception
Perc(Palio): 1d20 + 6 ⇒ (14) + 6 = 20
Perc(Gorak): 1d20 + 4 ⇒ (16) + 4 = 20
Perc(Cortland): 1d20 + 4 ⇒ (4) + 4 = 8
Perc(Joseph): 1d20 + 5 ⇒ (12) + 5 = 17
Perc(Vinnie): 1d20 + 7 ⇒ (11) + 7 = 18
Initiative
Ini(Palio): 1d20 + 1 ⇒ (15) + 1 = 16
Ini(Gorak): 1d20 + 1 ⇒ (11) + 1 = 12
Init(Cortland): 1d20 + 2 ⇒ (11) + 2 = 13
Init(Joseph): 1d20 + 2 ⇒ (10) + 2 = 12
Init(Vinnie): 1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 1 ⇒ (20) + 1 = 21
All of you, except of Cortland, see that Vinnie’s words let the little child show his true form ... within a fraction of a second flesh dissolves to reveal the golden form of a familiar kind of fiend ... a lesser Asura!!
The tablets enter your mind with cruel visions of power ... speak to you to bond with the creature... to follow the creature ...
kn planes to identify. All except of Cortland have a surprise round action.

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Since we had no particular reason to believe we were going to be in any danger, and it has clearly been some time since we fought Shinri in her warehouse, I'll assume that Vinnie does not have Mage Armor up. Current AC is therefore 18.
Vinnie quickly leaps forward and strikes the creature.
Charge action
unarmed strike, charge: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
dmg: 1d4 - 1 ⇒ (1) - 1 = 0 If that hits, it will mean 1 non-lethal.
AC after charging is 16