
GM RePete |

The Cypher Lodge is one of Riddleport’s finest inns, and Grandmaster Torch currently inhabits its finest suite. Flanked by his ubiquitous half-orc bodyguards and the weasel-faced Varisian businessman Guaril Karela, Torch speaks.
“I cannot overstate how dangerous Dorianna Ouidda is,” the scarred Pathfinder begins. “She wears many masks, and she uses them all to orchestrate the utter destruction of the Pathfinder Society. As a high- profile politician in Andoran, she blocked the Society’s expansion into that nation. As a Gold Agent in the Aspis Consortium, she uses the Consortium’s limitless wealth to frustrate the Society’s business however she can. As the criminal mastermind known as the Spider, she engages in elaborate plots to frame the Pathfinder Society for her misdeeds. Ouidda even hired the Red Mantis Assassins to murder me, although I’m still a step ahead of those assassins for now."
“Dorianna Ouidda is one of the few people on Golarion who know the secret identities of the Decemvirate. She previously crafted an elaborate plot to turn a loyal Venture-Captain against the Decemvirate, and we suspect she is plotting to destroy the Decemvirate even now."
“Loyal Pathfinders have foiled Ouidda’s schemes again and again. We arranged her arrest in Andoran, but she leveraged her political connections and escaped. The time has come for more drastic action.” Torch gestures to the Varisian man at his side. “Guaril has a network of informants here in Riddleport, and they’ve identified the Spider’s lair.”
Guaril Karela smoothly adds, “I would say ‘observant acquaintances’ rather than ‘informants,’ but no matter. Ouidda owns a controlling interest in the Weaver’s Parlor, a gambling hall in the Free-Coin District. She transacts private business from ancient chambers beneath the gambling hall, visited by only a few trusted associates. These chambers are accessed through a hidden door at the west end of the gambling hall’s wine cellar.”
Grandmaster Torch continues, “We know the Spider is in her lair now. Enter the chambers beneath the Weaver’s Parlor. Capture Dorianna Ouidda and return with her here. Ouidda may have made notes
about the Decemvirate or their identities—bring that information back as well. Let me stress this: Ouidda must be captured alive. We need to learn the extent of her information about the Pathfinder Society and find out whether she has revealed this information to others.”
“You need to make haste, but I don’t want to rush past any questions you have. The better informed you are, the more likely you are to succeed.”
Following is all 1 check. Open the spoilers up to and including your rolled #
The Weaver’s Parlor is currently holding a week-long gambling tournament for wealthy gamblers. Only well- known gamblers or those with a large bankroll are admitted.
The other owner in the Weaver’s Parlor is Gaston Cromarcky, the Overlord of Riddleport. Overlord Cromarcky shamelessly uses the Gendarmes, Riddleport’s city watch, for personal events, so the Gendarmes will be providing security at the Weaver’s Parlor.
One of the Spider’s agents commissioned the construction of several clockwork guardians months ago, but the current whereabouts of those guardians is unknown. It is rumored that the Spider uses the guardians herself, as she is unwilling to trust corruptible mortals to ward her inner sanctum.
And...feel free to ask questions. Don't forget to fill in slide 1 on the maps/handouts link

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knowledge knowledge local: 1d20 + 11 ⇒ (16) + 11 = 27
Dusklord frowns as Torch explains the mission.
I am not sure I trust Torch any more than the Spider...
"Completing this mission will be easier said than done," he muses. "There are likely defenses beyond those we would typically expect to find," he adds, explaining that the group might expect to find Gendarmes and clockwork guardians during the week-long gambling tournament.
See all the spoilers...

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"So we're to kidnap this Spider-woman," Starling says thoughtfully. Torch again. Why did it have to be the one Grandmaster I trust the least? I can't seem to avoid him and his hideous face. "From no less a place than the Weaver's Parlor. I've heard stories about the epic gambling going on over there. What can you tell us about the tournament that's going on there now? Do you have any intelligence about the Parlor? You know, side entrances and the like - these would help us get in and out without being noticed, I'm sure security will be tight because of the tournament."

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Cody recalls the last mission for Torch left him feeling uneasy, ”Capturing her alive and get in and out theses are not simple task.”

GM RePete |

"We know very little, unfortunately about the underground chambers. They are her private sactum, and she only rarely transacts any business there with others. We have heard they have a spider motif, and are very old, but we don't have any information about their layout."
"Gaining entry to the tournament itself shouldn't be too difficult. You simply need to convince the guards you are a 'High-Stakes Gambler'. Easiest way to do so would be, of course, to show them a large sum of money....though I'm confident you could fine other means inside. The hard part will likely be gaining access to her underground sanctum. Any gambler may have one other accompany them as a bodyguard, valet, or something along those lines."
Pausing to think a moment, Torch adds "To be honest, I expect most of the guards attention to be on the gambling tables...to my knowledge no one has dared enter her not-so-secret abode..."
"I highly doubt Ouidda would have anyone down in her chambers. To our knowledge she doesn't keep any staff or servants in there... She is known to be a persuasive orator that favors enchantments magic but on her own, she's not overly powerful in a physical sense."
"Are there any other questions?"

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Cody ask "What about impersonating the event guards the Gendarmes, Riddleport’s city watch? Is there a place they hang out before going to work at the Weaver’s Parlor?"
the hunter lays out a rough plan, "I'm thinking if we waylay a few of the gendarmes disguise ourselves as replacements and show up as staff security. Should give us more access to the place and be fully armed."

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"Will the society provide us with funds to get into the Weaver's Parlor? It sounds like the only ones getting in there are rich gamblers." Fey studies Torch carefully. She's heard of him, but not worked with him before.

GM RePete |

The scarred Torch growls "I suppose they likely frequent some tavern...but I personally do not know of such a place. The Society will pay you for your services after you complete the required task. You were all selected due to the belief you were qualified for the task at hand."
Suddenly the man turns and walks towards the door, calling over his shoulder, he reminds you "Time is of the essence."
As his bodyguards follow him out the door, Guaril Karela offers you a meager shrug and leaves the room as well.

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"I have substantial funds in reserve we might use as entry. Should our mission fail, I suppose I would have little chance to spend it," Dusklord says sourly.
"Further, this is a righteous pursuit. Good must prevail," he says.

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"Let's try that tactic first Cody. Let's ask around about where the guards spend their time off duty." Fey grumbles. Do I look like a guard? No one is going to believe that.
"Dusklord I don't suppose you can make me look taller and guardier can you?" the gnome asks.

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Zaarah, a scrawny girl with auburn hair and amber eyes, is sitting on her chair with closed eyes. Her features seem Chelaxian but also have something else mixed in.
Disguise to hide being a Kitsune: 1d20 + 8 ⇒ (19) + 8 = 27
She is wearing light mithral armor and carries a black Scimitar at her hip that is attached to her wrist with a very fine chain.
Zaarah seems to be dreaming. Torch’s introduction pulled her into her state of trance even more.
She suddenly jumps up and runs to Cody’s side.
"Oh me second, me second please!! I do not know much about the planes ... okay a little but but I know my family better!!"
She turns towards the other Pathfinders and has a slightly absent view when she starts speaking.
"You know ... I really like you all ... and I have the feeling that I have heard of you ... but who told me about you ... everything is so fuzzy ..."
5 seconds of silence
Tears are visible in her eyes.
"... well ... sometimes what I say might sound crazy but I promise it will be logical!"
Suddenly, she starts smiling.
”I have heard soooo much about this team!!! You guys are famous!! I heard your last mission was in Korvosa ... I spent my early childhood near that place in Palin’s Cove!“
Zaarah looks at Torch and smiles.
”I like your mission! No killing is always good!“
Then she looks at the other Pathfinders.
”So I heard you guys are a special team that stays together and is used for specific missions! Sooooo great I was chosen to join you! So what crazy stuff do you want to tell me?! What is making the jumble and mumble in your head tingle?!“ she asks with a child like curiosity.

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Starling looks at Torch just breaking off the conversation and leaving the room. "That was... rude, she comments to the others and sighs. "I never got along with him, and I've heard others have had larger issues with him."
She then turns to Zaarah. "Pleased to meet you Zaarah. Don't worry about sounding crazy, some us are crazy ourselves," she says with a wink and smile, shaking Zaarah's hand.

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Cody looks at Zaarah with confusion for a moment, ”Zaarah. I heard from a drinking buddy Tuthil Kegbane that you were part of the the group that recovered a kidnapped young lady in Sauerton northern wind country and you were a fearless force of nature in his words! Glade to have you on the team!”
Looking around ”Well, lets see about the guards.”
k(local): 1d20 + 2 ⇒ (14) + 2 = 16 info about the guards

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Dusklord raises an eyebrown at the scrawny girl.
"Indeed...we have worked together for some time. Please do not do anything to get us killed..." he mutters.
He turns to leave, then says "If you have heard of me previously, please be assured that I have repented of my former ways. I follow the path of righteousness now. Shall we go?"

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”Starling, Mr Longhair, Cody! I know Tuthil and it was a blast to get the noble woman. And get the funding for the Society’s efforts in the Worlwound! Thanks for the warm welcome you all! So let’s go then and gather some information... “ she says and starts walking out.

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Fey follows the young woman out. "I'm Fey." she climbs onto a saddle attached to a wolf who has been waiting patiently by the door. "This is Wolfie. He's my speed." she gives him a scritch. "Off to find out about the guards."
She takes her time to ask around about the guards.
Diplomacy to Gather Info: 1d20 + 9 ⇒ (6) + 9 = 15
Hours: 1d4 ⇒ 4

GM RePete |

So, unlike most Society scenarios, this one gives you quite a bit of latitude on this part. The built in options heavily involve your Face Skills AkA Diplomacy, Bluff, Intimidate.
There are also rules for climbing in a high window and disguising yourself as famous locals.
It has an open-ended line though that says to allow you to choose any reasonable creative option.
If you wish to try and knock out some guards, we can go that route. I can also work with you if you'd like to try and just steal a few guard uniforms. :-P
Feybella and Cody both manage to figure out the guards regular watering-hole by asking a few friendly locals. One even points towards a squat, stone building and, while eyeing the panda and wolf wearily offers "If you're looking for a job, their base is there...but they don't typically employ animals..."
Let me know what route you'd like to take and give me an appropriate roll.

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Diplomacy - Gather Information: 1d20 + 13 ⇒ (11) + 13 = 24
Starling wanders around, mingles with the locals and tries to get as much information as possible about Ouidda, the gambling hall, and the tournament.

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"Look guys, we are adventurers. So why can't we just go to the entrance and tell them that we want to gamble? We play nice, smile, and spend some money!" Setare suggests.
Setare would do a test and try to enter the Parlor.
"Oh hello! My first time here! But of course I have gambled before! And I am crazy about this kind of stuff where people just go nuts! I want to go nuts too!" Setare says and tries convince the guards to let her enter.
Diplomacy: 1d20 + 12 ⇒ (16) + 12 = 28

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I can change the color of your hair and cothing E'li. That's about it."
Fey waits to see if Zaarah gets inside the gambling hall.

GM RePete |

With a grunt the guard looks down at the female as she approaches. With a slow nod, he begins to ask "This is a gambling hall, have you funds to..."
Interrupted, a grin spreads across his face. "Ah, so you must be the young ladies valet. In you go. Don't hesitate to spend what you brought."
Dusklord and Zaarah are in. Your aid put her over any need to show funds (the check gets bonuses based off the amount of gold you show)
How do the rest of you proceed?

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Looking the place over, Cody decides climbing in through a high window would likely be his best bet to get both himself and Panda in.
Using Animal Focus monkey +4 to climb for both panda and himself, as well as casting guidance for both.
climb Cody w/+4 AF, +1 guide: 1d20 + 6 + 4 + 1 ⇒ (12) + 6 + 4 + 1 = 23
climb Panda w/+4 AF, +1 guide: 1d20 + 7 + 4 + 1 ⇒ (3) + 7 + 4 + 1 = 15
climb Panda w/+4 AF, +1 guide: 1d20 + 7 + 4 + 1 ⇒ (10) + 7 + 4 + 1 = 22 2nd attempt.

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GM, can Zaarah support to bring others in too?

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"Well that's three in. Come on E'li and Starling. Let's try this."
Fey walks up to the door. "My friends and I would like to gamble, and we have the money to do it." she jingles a bag worth at least 500 gold coins.
Diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19

GM RePete |

Cody and Panda make it. It did take Panda 2 tries
Zaarah, you can aid their attempts
Eyeing Feybella, the guards gives a chuckle. "Five hundred? This is High Stakes m'dear." he snorts. As she puts the funds away, he notices the additional coins in her sack and grunts. "Should have mentioned you had more to lose...Come on in then. You can take that one with you if needed....though not sure what a zealot would do to benefit your game."
Starling is the only one left out
Starling Diplomacy: 1d20 + 13 ⇒ (11) + 13 = 24
Looking sideways at the man, Starling bats her eyes and with a blush, he steps aside.
All inside now
Eli: 1d20 + 7 ⇒ (9) + 7 = 16
Starling: 1d20 + 8 ⇒ (9) + 8 = 17
Fey: 1d20 + 10 ⇒ (14) + 10 = 24
Cody: 1d20 + 11 ⇒ (15) + 11 = 26
Player: 1d20 ⇒ 11
Player: 1d20 ⇒ 5
The room is full of loud shouts and cheering as the gamblers both win and lose their fortunes. The massive amounts of coinage being tossed about quite obviously have the attention of every guard...leaving you to explore at your leisure. Cody and Fey quickly locate an unlocked entrance to the wine cellar below...presumably the direction one needs to find the secret apartment. No one notices your groups decent.
The wine cellar of the Weaver’s Parlor is cooler and quieter than the bustling floor above. A few lanterns illuminate rows of casks, and a sturdy rack bisects the room, obscuring the western half. The rack extends from floor to ceiling, but does not reach the walls to either side, allowing passage around the rack to the north and south.
Eli: 1d20 + 7 ⇒ (20) + 7 = 27
Starling: 1d20 + 8 ⇒ (12) + 8 = 20
Fey: 1d20 + 10 ⇒ (16) + 10 = 26
Cody: 1d20 + 11 ⇒ (8) + 11 = 19
Player: 1d20 ⇒ 6
Player: 1d20 ⇒ 11
Searching the western wall with earnest, E'li discovers the device which opens the hidden passage. With but a click of the lever, a foot thick masonry door swings open to reveal a steep staircase leading downward.
How do you proceed? Rush down? Abandon the mission? Once we proceed, we'll actually have a map to aid us. :-P Feel free to RP your getting to this point if you wish.

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Earlier ...
"Can you believe that this is my first attempt at gambling?!? This is so exciting!" Zaarah says and she is really captivated by the atmosphere.
When Cody and Fey tell her about the wine cellar she nods and silently follows.
Now ...
Zaarah looks at E'li and smiles.
"You are quite perceptive young man! Let's go!" she says and starts to sneak down.
Stealth: 1d20 + 6 ⇒ (7) + 6 = 13

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Cody and Panda stealthy follow Zaarah down the stairs.
Cody stealth: 1d20 + 6 ⇒ (9) + 6 = 15
Panda stealth: 1d20 + 10 ⇒ (3) + 10 = 13

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Dusklord looks at the guards. If they are distracted enough, perhaps this would be the time to utilize the stairs.
"Wait...before you go down, I will ensure we are not seen."
I will tap each party member with my wand of vanish before they go down the stairs.

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"Thank you Dusklord. This seems too easy." she whispers as she carefully climbs down the stairs.
Stealth: 1d20 + 5 ⇒ (10) + 5 = 15

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When Dusklord offers to become invisible Zaarah shakes her head.
”I want to face enemies eye to eye and if they see me then they at least don’t attack you!“
Zaarah starts to look around ...
Perception : 1d20 + 10 ⇒ (11) + 10 = 21

GM RePete |

Eli: 1d20 + 7 ⇒ (14) + 7 = 21
Starling: 1d20 + 8 ⇒ (6) + 8 = 14
Fey: 1d20 + 10 ⇒ (5) + 10 = 15
Cody: 1d20 + 11 ⇒ (17) + 11 = 28
A metallic grinding reaches your ears, followed by a soft, rhythmic *thump*thump*thump*
Area the sound is coming from marked with the big star on the map.
In turn each of you, other than Zaarah wink out as you make your way down the stairs. Reaching the bottom of the stairs, Cody's ears perk up. This wide stone room is deep underground, but decorated as though in a country manor. Standing lamps illuminate the decor, which includes pastoral paintings of landscapes typical of southern Avistan. A steep staircase leads up to the east. (The stairs you just came down) Hallways extend to the north and south.
The decor seems to be simple country style while a bit prozaic. However, one unusual item stands out: a large seramic standing lampe painted with rings of thubnail-sized images of the Andoren flag in gold, black, and blue.
Looking North, everyone spots a trio standing atop a pile of crates in the corner. They appear to have drilled a hole in the ceiling and are utilizing some kind of device to peer up through the floor...periodically one whispers something inaudible. They don't seem to notice you currently.
You recognize this as an Andoran item

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kn local : 1d20 + 8 ⇒ (12) + 8 = 20
Zaarah slowly walks forward to three men.
”Ehhem ... sorry to disturb you gentlemen with your secret activities!“ she says and holds her finger to her lips to make clear that can keep a secret.
”But please be assured that we are not crazy ... well maybe a little ... but not crazy enough to bother you any further if you do us a favour and tell us if you know anything about a hideout somewhere here?! See it as a joint agreement of non-competition for this day!?“ she says with a big smile.
Diplomacy : 1d20 + 10 ⇒ (3) + 10 = 13

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Fey's jaw drops as she sees people drilling. No one can see her since she's currently invisible. She waits to see what happens next.

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The warpriest keeps an eye out for trouble
1d20 + 7 ⇒ (20) + 7 = 27 perception check

GM RePete |

With Cody pointing on the noise, E'li and Dusklord manage to pick it out - See Cody's spoiler above
Turning towards the stranger, with concern, one quickly speaks up "What no...we's not...uh...cheatin."
As if on queue, the second man whispers "Yeah, he's got the full Dralneen in hand. Fold. Don't bluff it!"
The man holding the strange contraption smiles slyly. "Deary, I do believe we can agree to something here. We have not seen you and you have not seen us."
Looking towards the stairs and around the room, he shrugs. "Judging by the hidden entrance and the carved stone...my guess is we're in the 'hideout' as you say. Move right along and we don't need to have any hostilities." he says with a bow.

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Zaarah shrugs and bows as well.
Then she immediately starts to look around for anything else of interest and runs to the other side of the stairs.
GM, see new position on map. These were 3 move actions.

GM RePete |

Unless your Vanish wand is quite high level, I suspect you will all be visible at this time since it's rounds per level. ;-)
Rounding the corner away from the cheats, your companions begin to reappear one at at time. The hallway before you bends and rounds another corner. The rhythmic thumping pointed out by Cody is heard by all now...though still rather quiet in nature. Reminds one of...something...heavy footsteps on stone perhaps?
Before Zaarah, stands a closed door.