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The guard brings you about 20ft over to the caravan master. He sits and watches as the crew works on replacing the broken wheel, then turns his attention to you all as you come up.
"Well what have we here? Today just keeps getting interesting. What can I do for you fine folks today?"

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"Do the honors?" he asks Lujuria in a low voice.
Aid (Diplomacy): 1d20 + 2 ⇒ (7) + 2 = 9
Unfortunately, his gruff appearance does her no favors.

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Birseko watches quietly, content to let those with more social graces do the talking. He silently scans the area, observing any magical auras that may be present. Detect Magic, using psychic magic so no verbal or somatic components.

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Lujuria approaches the Caravan Master, invoice in hand, "I'm so hoping that you can help us. You see, we just came from the home of Lady Delara Adnen, and it seems that there has been a small mistake in your recent transactions. A certain ring that she sold to you was done by mistake, and she asked us to come and recover it from you. She gave permission to adjust her account accordingly, and provided us with the invoice as proof. I'm really hoping that you can help us out."
Diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12
Damn...

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"Oh? Lets take a look at that invoice." He reaches out his palm to take it.
The ring is on his ring finger.

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perception, take 10: 10 + 6 = 16
diplomacy, aid Lujuria: 1d20 + 3 ⇒ (20) + 3 = 23
"Ah. That's the one, right there on your finger, sir. It's an engagement ring that belonged to an ancestor of Lady Adnen. I'm sure you'll find the paperwork in order, sir. Lady Adnen is nothing but thorough,"

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He seems dumbfounded for a moment. "Ring? On my finger?" He looks down at his hand, and seems rather surprised. "How did..?" Before he lets out a pained scream, and the ring lets looks a black energy, clinging to the Caravan Master.
Other workers stop what they are doing and look over in shock and confusion. The Caravan Master suddenly lets out a punch with the ring hand and knocks the guard unconscious!
A wicked voice then speaks, sounding of grindging phlegm and sickening hatred. "Ah-hahaha! Now to end you miscreants like I ended that sweet lovestruck thing so many years ago!"

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Initiative Dawn Verda: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Lucky Lee: 1d20 + 3 ⇒ (19) + 3 = 22
Initiative Gorrig: 1d20 + 2 ⇒ (15) + 2 = 17
Initiative Lujuria: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative Birseko Naam: 1d20 + 10 ⇒ (12) + 10 = 22
Initiative Caravan Master: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative The Ring: 1d20 + 3 ⇒ (14) + 3 = 17
Round 1: FIGHT!
Light Condition: Daylight
Active Buffs: None
Active Penalties: None
Dawn Verda(-0,Fine)
Lucky Lee(-0,Fine)
Birseko Naam(-0,Fine)
Gorrig(-0,Fine)
The Ring(-0,Fine)
Lujuria(-0,Fine)
Caravan Master(-0,Fine)
Raktavarna
LE Tiny Outsider (Native, Rakshasa, Shapechanger)
What at first appears to be a bejeweled blade shimmers andwrithes, transforming into a hideous, red-eyed serpent.
1 Question @17, 2 Questions @22
Worried Caravan workers call out "Arvak what are you doing?", "Don't kill each other! There's no need for it!", "Me not that kind of orc!"

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Perception: 1d20 + 2 ⇒ (14) + 2 = 16
"Hey, he's wearing the ring. Didn't we hear something about how it was cursed?" Dawn pauses as the merchant is overtaken and knocks out the guard.
Perform(Comedy): 1d20 + 4 ⇒ (6) + 4 = 10
"So what? You just hide in pieces of jewelry, wait for people to wear them, then attack everyone else? That was your master plan?" She laughs and mocks the merchant. "Let's knock this guy out, quick."

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"I can do that, Dawn."
unarmed raging flurry vs master: 1d20 + 4 ⇒ (5) + 4 = 9damage: 1d4 + 3 ⇒ (3) + 3 = 6
unarmed raging flurry vs master: 1d20 + 4 ⇒ (1) + 4 = 5damage: 1d4 + 3 ⇒ (2) + 3 = 5 or maybe not
Lucky throws a couple of punches, but not wanting to hurt the caravan master he goes well wide.
"THAT'S A WARNING NOW, RING, YOU HEAR! LET HIM GO AND COME QUIET-LIKE!"

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Apologies if the Exorcist quote offends anyone. Just want to convey this ring will not surrender to any of you.

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"So, anyone knows how to deal with cursed equipment, or do we do this the old fashioned way?" Dawn reaches for her falchion.
I assume we fall into initiative at this point.

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Dawn grins and takes a swing with the flat of her blade. "Sorry about this. You'll have one heck of a headache, but you're thank me later."
Falchion: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
NL Damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9
Crit Confirm: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18
NL Damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
*BONK*

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Round 1: FIGHT!
Light Condition: Daylight
Active Buffs: None
Active Penalties: None
Dawn Verda(-0,Fine)
Lucky Lee(-0,Fine)
Birseko Naam(-0,Fine)
Gorrig(-0,Fine)
The Ring(-0,Fine)
Lujuria(-0,Fine)
Caravan Master(-19,Unconcious)
Raktavarna
LE Tiny Outsider (Native, Rakshasa, Shapechanger)
What at first appears to be a bejeweled blade shimmers andwrithes, transforming into a hideous, red-eyed serpent.
1 Question @17, 2 Questions @22
Bonk indeed! The caravan master drops unconscious!

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"Quick, get that ring off him!"
With the caravan master unconscious, I'd like to try and take the ring off. Do I need to roll for that?

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The ring snaps back at Gorrig. "Yes, come and bring your warm flesh to me! I would love to turn your righteous little crusade against your friends, fool!"
It appears you will need to kill the monster inhabiting the ring.
It may be tiny but it is still a target for attacks.

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Gorrig draws his axe. "Then in Sarenrae's holy name, I smite you!" He chops downward at the ring on the unconscious man's finger.
Greataxe: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Damage: 1d12 + 9 + 1 ⇒ (7) + 9 + 1 = 17

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"Careful where you stick out your finger. It might get cut off!"
Perform(Comedy): 1d20 + 4 ⇒ (3) + 4 = 7
Maybe this bad joke earns a universal face palm?

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Knowledge (Planes) DC 12: 1d20 + 9 ⇒ (6) + 9 = 15
"That's no ring! It's a Rakshasa shapechanger, a kind of tiny outsider, they're usually rather evil... Now how did I remember that...?"
Birseko draws his wand of magic missile and sends a bolt of force unerringly at the tiny creature pretending to be a ring.
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

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Round 1: FIGHT!
Light Condition: Daylight
Active Buffs: None
Active Penalties: None
Dawn Verda(-0,Fine)
Lucky Lee(-0,Fine)
Birseko Naam(-0,Fine)
Gorrig(-0,Fine)
Raktavarna(-0,Fine)
Lujuria(-0,Fine)
Caravan Master(-19,Unconcious)
Concentration DC17: 1d20 + 8 ⇒ (14) + 8 = 22
The Raktavarna spirit transforms and no longer inhibits the ring. Its current form appearing of a red eyed serpent. The eye gazes at Lucky Lee, and it shifts over.
Bandits are coming from the north to attack the caravan! You must stop them!
You feel compelled to do exactly just that! Bandits must be destroyed!
Suggestion

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Round 1: FIGHT!
Light Condition: Daylight
Active Buffs: None
Active Penalties: None
Dawn Verda(-0,Fine)
Lucky Lee(-0,Will Save DC15)
Birseko Naam(-0,Fine)
Gorrig(-0,Fine)
The Ring(-0,Fine)
Lujuria(-0,Fine)
Caravan Master(-19,Unconcious)

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will vs ring, rage, luck: 1d20 + 1 + 2 + 3 ⇒ (15) + 1 + 2 + 3 = 21
As if a magic ring could overcome a hobbit's will ;)
"YER INFERNAL MISCHIEF AIN'T WORKIN' ON ME, RAKSHASA!"
Lucky skirts the caravan to outflank the evil spirit, pulling his hammer out as he he goes. The smell of brimstone grows strong as the familiar flames return...
raging hammer vs rakshasa, flank: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23damage: 1d10 + 4 ⇒ (2) + 4 = 6fire damage: 1d6 ⇒ 6 weapon is cold iron

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Did my magic missile affect it?

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"Snakey snakey!" Dawn's falchion crackles with electricity.
Poolstrike gives me a touch attack to deal 2d6 electricity damage by spending 1 eldritch pool point. As a Magus I can use my Spellstrike ability to use a melee attack to deliver the spell. If I miss, I keep the charge.
Falchion: 1d20 + 7 ⇒ (3) + 7 = 10
Slashing Damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
Electricity: 2d6 ⇒ (1, 4) = 5
"Whoop!" Dawn's blade scrapes against the ground.

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"Trechery..." Lujuria says softly, but with great conviction. "I won't stand for it."
She makes her way around the caravan drawing a long, elegant curved blade, murmuring a prayer over it, which causes the blade to glow with a purple sheen.
Move Action: Move 25'.
Free Action: Draw Elven Curve Blade
Standard Action: Use Anarchic Strike on weapon (1d6 damage vs. Lawful creatures; overcomes DR as a Chaotic weapon; 1 minute).
Anarchic Strike: 10/10 rounds

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Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24
"Uh oh, it tried to implant a suggestion in our friend Lucky Lee! Watch out for this thing - it's cunning!"
Birseko silently screams at the creature.
sonic dmg: 1d6 ⇒ 4
Ear-Piercing Scream, dazed for 1 round; DC 16 Fort negates the daze and halves the dmg

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Gorrig swings his axe down again, his strike enhanced with divine retribution.
Greataxe + smite + flank: 1d20 + 5 + 2 + 2 ⇒ (8) + 5 + 2 + 2 = 17
Damage: 1d12 + 9 + 1 ⇒ (6) + 9 + 1 = 16

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Round 2: FIGHT!
Light Condition: Daylight
Active Buffs: None
Active Penalties: None
Dawn Verda(-0,Fine)
Lucky Lee(-0,Fine)
Birseko Naam(-0,Fine)
Gorrig(-0,Fine)
Raktavarna(-18,Fine)
Lujuria(-0,Fine)
Birseko SR Check Magic Missile: 1d20 + 1 ⇒ (1) + 1 = 2
Birseko SR Check Psychic Scream: 1d20 + 3 ⇒ (16) + 3 = 19
Fort Save: 1d20 + 3 ⇒ (17) + 3 = 20
Bite Gorrig: 1d20 + 8 ⇒ (5) + 8 = 13
Damage Gorrig: 1d4 - 2 ⇒ (2) - 2 = 0
The Raktavarna seems to be able to resist the effects of the magic missile entirely, but the sonic scream deals some damage to it. The evil Rakshasa seems to be made of sterner stuff. Lee and Gorrig make heavy blows against the monstrosity, but it appears to be somewhat resistant to their attacks!
It moves forward to bite Gorrig, but fails to connect its attack!

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Round 2 & 3: FIGHT!
Light Condition: Daylight
Active Buffs: None
Active Penalties: None
Dawn Verda(-0,Fine)
Lucky Lee(-0,Fine)
Birseko Naam(-0,Fine)
Gorrig(-0,Fine)
Raktavarna(-18,Fine)
Lujuria(-0,Fine)
Because it is tiny, Gorrig gets an attack of opportunity.

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Birseko tries again with the silent scream.
Caster Level check vs SR: 1d20 + 3 ⇒ (7) + 3 = 10 I'm assuming that fails but just in case...
Sonic dmg: 1d6 ⇒ 6 Fort DC 16 for half dmg and to negate the daze effect

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Lujuria makes her way around the Rakshasa to flank it with Gorrig. Glowing blade in hand, she slashes at the creature.
Move Action: Move to Flank.
Standard Action: Attack Raktavarna
Elven Curved Sword Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Slashing Damage: 1d10 + 1 ⇒ (3) + 1 = 4 (Considered a Chaotic Weapon for DR purposes)
Chaotic Damage: 1d6 ⇒ 6

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Dawn continues her assault with a charged blade, stepping over the unconscious driver.
If the snake has reach this provokes an AoO.
Falchion: 1d20 + 7 ⇒ (15) + 7 = 22
Slashing Damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
Electricity: 2d6 ⇒ (1, 2) = 3
"You give snakes a bad name, you know."

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The party tries their best to hit this monster with their spells and weapons, but it keeps resisting blow after blow. Dawn finally manages to swing with a shocking weapon, and delivers a blow strong enough to penetrate it's defenses! With a firm swing she chops the Raktavarna in half! It disperses into a foggy mist, disappearing back to its home plane. All that is left in it's place is a mangled ring.
The guard and the captain of the caravan eventually wake up or wake up soon if provided healing, and are perplexed by the entire encounter.
"Thank you. You managed to free me from that monster and spared my life. Please, take the ring... And take this also, for your trouble."
Acquired: Traveler's Any-Tool
*********************************************
You all return to Delara with the ring, and reunite it with the locket.
"It looks... Damaged... What happened?" The ghostly voice of Althea asks.

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"Poof!" Dawn throws up her hands in delight when she hits. "That's all, folks." She then catches her falchion before it falls on anyone or dents. Again. "That ring is looking much more honest now."
---
Dawn works on her snake puns on the way back to Delara and Althea. "Man, what a trip. We met up with a caravan merchant who bought the ring. But then some kind of nasty snake thing took control of him and tried to kill us. But hey, we're Pathfinders. No evil snake is gonna shuffle us off the mortal coil!"
Perform(Comedy): 1d20 + 4 ⇒ (1) + 4 = 5
Well Dawn thought it was a good pun.

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"The ring wasn't really a ring, if I understand what happened rightly ma'am. It was a rakshasa - an evil spirit. We banished it - with steel and spell. This is what's left. I hope we did enough to help you."

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Birseko attempts to read any occult impressions left behind on the ring, in hopes of giving Delara and Althea more information.
Pyschometry Occult Skill Unlock, Appraise: 1d20 + 6 ⇒ (11) + 6 = 17

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@Birseko She was found dead in her room just a few days before the attack on the Irrica estate. Her cause of death was never discovered, but her family suspected she had killed herself, as her fiance had recently perished in the initial attack on the family convoy.
Zeverit, the Rakshasa, was actually the one responsible for her death, though Althea does not remember this due to its poison’s modify memory effect. It had hoped to torment the Irrica family longer, but the deaths of almost everyone on the estate ended that plan.
Since Althea’s death, it has subtly been causing misfortune for its subsequent owners before eventually killing them; Delara was spared such a fate by selling the ring shortly after receiving it.
The spirit of Althea looks sad, as if she is about to burst into tears. She takes a breath, and then says, "The truth of the matter.. It may be harsh... But this will not take away the happiness... My love gave me... Thank you.." And then she disappears.
The locket lies on the floor. It clicks open. Inside you find a fragment of the devil's name.

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"Bye bye. Now Althea can get some rest." Dawn smiles and goes quiet. "And we have another piece of the puzzle. I hope we were able to help you with the truth, Delara. Love is what separates us from the bad guys."

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Birseko relays what he was able to learn to Delara and the spirit of Althea. "I'm sorry, but I hope this gives you some peace."
Then he turns to his comrades. "So, where now?"

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Delara is thankful, but she heads off into a different part of the house.
The butler returns. "You will have to excuse the madam for the brief departure, but she requires time to herself. Now, goodbye."
************************************************
Returning to the Short Sorcerer Tavern, you find that the venture captain is still gone. In his place, however, is another letter.
Agents of the Society,
During the Goblinblood Wars, Rutillo Irrica, the last patriarch of the Irrica line, was killed by hobgoblin raiders while leading a convoy. The family patriarchs always carried a symbol of leadership, a cold iron mace. Isgeri historians interviewed survivors in the town of Umok. I was able to uncover information from Eagle Knight records that indicates the Eagle Knights scattered these hobgoblins but did not recover the family heirloom.
There may also be additional reports and information from Eagle Knights who fought in the Goblinblood War stored in Umok’s archives. Travel to Umok, uncover anyone who communicated with the survivors, and verify any reports or information from the war to track down the hobgoblins’ base.
Venture-Captain Brackett
What do you know about Umok?
Umok is a gnome town along the northeast of the edge of the Chitterwood. The gnomes here often clash with local goblin tribes.
In order to deter goblin attacks, the town has banned fire within 500 yards of the city. Magic light and alchemical stones replace the need for open flame.
Local animals have been befriended or charmed to help defend the settlement. Though friendly to the gnomes, they fight fiercely to defend Umok and its inhabitants from hostile outsiders.

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Is it a new day?
Knowledge (Local): 1d20 + 9 ⇒ (10) + 9 = 19
"Huh, I don't know why I know this - as far as I can recall I've never been to Umok - but it's a gnome settlement. They have a lot of trouble with goblins and have banned any use of fire within 500 yards of the city. I wonder how they cook?"

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Apropos of the fight earlier, friendly reminder that Smite Evil bypasses all DR. :)
"A gnome settlement that banned fire? I thought gnomes liked fire almost as much as the goblins!"

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Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29
"A little birdie told me, rather gratefully, that they have local animals and beasts that help to defend them. Hostile outsiders are treated with less than friendly greetings."

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"Fire is illegal?! Better not get me angry then mates."

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You all arrive outside Umok without incident, despite the occasional signs of goblinoid activity en route. Approaching the city, everyone who isn't Lucky Lee notices that the town of Umok looks oddly proportioned. The buildings are squat, and the streets seem too narrow. The walls barely rise 6 feet high and appear too low for an effective defense. Bright colors abound throughout the town, adorning both the architecture and Umok’s citizens, giving the impression that a fleet of chromatic dragons must have battled in the skies above, raining multicolored scales down upon the city. Wild and domesticated animals wander the streets, seeming perfectly at home amid the bustle of the town.
The party draws attention from animals who take defensive postures, and gnomes who gawk and whisper to their neighbors. One female gnome confidently approaches you all. She is armored, and accompanied by an apparently tame badger, a fierce looking female gnome eyes your group intently. Finally, a smile cracks her face. “Welcome to Umok strangers. My name is Trigi Neppo, peacekeeper and goblin-watcher. Might I ask your business in town?”

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Another week of bad jokes pass. "A town of gnomes? Maybe I can pick up a few pointers from them."
---
"Hello Trigi. We're from the Pathfinder Society. We heard stories about Rutillo Irrica, an Eagle Knight who helped fight off nasty hobgoblins. He had a cold iron mace on him, too. What do you know about this?"
Diplomacy: 1d20 + 2 ⇒ (1) + 2 = 3
"Also, know any knock knock jokes?"