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"Dancer huh? You girls like dancers? The Dreamer's totally fine with dancing, she really digs moonlight dances and stuff."
The Agent loses his train of thought for a bit.
"So yeah, sounds like these guys were some sorta death cult. Smart of you both to try and avoid them, but the Agent here really appreciates your help."
He smiles and shoos them on.
"Stay safe, ladies!"
Anyone else rolling here? Don't want to monopolize or drag this down...

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"Hmmm..." Ny'a considers what she's heard, but latches onto an earlier statement more than the newlyweds testimony. "So two weeks ago, then a week ago, then four days ago. I wonder if we could predict the next target, and when?"

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"That is possible if there is really a pattern." "A pattern would suggest a purpose or an event upcoming. The time halved between the events." "We would be overdue if the time was halved again." "The other problem would be figuring out the next location." "This is the oldest, perhaps at other sites we might find hints."
"Just one more thing, could you tell me if the skull necklace looked anything like this?" He points to the small skull looking object on the statue. "Perhaps you could draw it, if not?"

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Alaric moves up to the dancer, Shredder in tow. He looks at the sundial, wondering if anything was odd about it, but figures, likely, that she needs to be somewhere. "Madam," he starts. "Pardon my intrusion, but it seems like you have somewhere you need to get to? Perhaps a performance you are going to be late for?
"Please, if you don't mind answering a few questions, we'd be glad to let you go on your way, right, Inspector?"
perception: 1d20 + 11 ⇒ (6) + 11 = 17
diplomacy: 1d20 + 5 ⇒ (8) + 5 = 13
sense motive: 1d20 + 3 ⇒ (20) + 3 = 23

GM Fuzzfoot |

"Skulls are skulls, I guess they could be the same."
The dancer looks at Alaric, clearly not too impressed with his approach. "Of course I have somewhere to be, and entertainer of my skills."
Your diplomacy seems to have fallen short, and you easily sense annoyance. Someone could try bluffing info out of her, or maybe a fellow dancer can discuss the trade (Perform(dance) check).

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"Ny'a, could you look at this and see if you recognize it as a religious symbol of some kind?" Farlen indicates the skull on the statue. "Just think how many people will want to see you dance if you give us the information that helps us solve the vandalism case." "People will say, 'let's go see that heroic dancer's show.'" "All you have to do is give us any information you can remember. We will let others know how brave and helpful you are and were." Farlen tries to get the ball rolling on a bluff attempt with the dancer.
bluff aid: 1d20 ⇒ 17

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The Agent tips his hand at the two newlyweds and casually sashays his way up to the danger, sensing his companions may be pressing the poor woman a bit too hard.
As he moves over, he taps his temple giving himself a Bit of Luck. Can we try Diplomacy again, maybe at a higher DC?
Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23
Diplomacy (bit of luck, take higher of two rolls): 1d20 + 6 ⇒ (9) + 6 = 15
"Heeeey! You're the dancer right?"
He gestures to the symbol of the moon hung loosely around his neck.
"The Dreamers love her the art of the dance. Maybe a quick blessing for your show? 'Promise to get you out of here before this inspector here drags us all into his office and tries to get us filling out papers and stuff..."

GM Fuzzfoot |

Farlen manages to convince the dancer to loosen up a bit. Ysandre recalls that after her last performance at the Rose and Rake, she spotted a group in dark cloaks headed west away from the Mistress of Angels. There was a faint smell of decay in the air as they passed, like rotting vegetation. Out of curiosity she inspected the area, only to find it marred with some sort of strange graffiti that reminded her of the Thassilonian runes that have been appearing in museums over the past decade. She admits that she has no genuine experience with Thassilonian lore, however.
Ysandre noted that whatever the runes did, they seemed to have reversed the monument’s blessings. Instead of invigorating the heart, they now seem to fill it with doubt and indecision.
Then the Agent strides up in his customary way, and the dancer actually giggles. "Last night, I saw the ghostly visage of Ordellia Whilwren appear before me at her namesake theatre. The ghost is an uncommon sight around the city, but she seemed distant, terrified, and desperate for help. Ordellia left abruptly without saying anything—an unusual occurrence."

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At Farlen's suggestion, Ny'a takes a closer look at the skull holy symbol. "I don't know, I try to stay away from the evil religions, mostly. Very icky, you know. But if you want to know more about the Lady of Valor, I can tell you lots!"
Knowledge (religion): 1d20 + 4 ⇒ (6) + 4 = 10

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"Darven and Zaldur, you two want to go take a look at the townhouse to see if anything there is amiss? Don't do anything rash until the rest of us get there."
Farlen approaches the near tears woman, "Dear lady, please accept my apologies if this situation has upset you. We just would like you to tell us what you saw. Especially if it had not been covered by others."
diplomacy aid: 1d20 ⇒ 11
"My associate will be ready for your statement shortly."

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The Agent nods as if he totally understands. Totally.
"Ordellia's probably waiting for the cavalry to come riding in. I'm sure once we get there, she'll tell us what she needs. Sounds like some help with some sorta cult. Probably a doomsday death cult or something."
He winks at the dancer.
"No worries, though. We got it covered."
The Agent gestures to the dancer, seeming to indicate she can rush off to her dance recital and turns his attention to the other witnesses at the site, seeming almost reluctant to approach the man in tears.

GM Fuzzfoot |

"Oh! I should never have moved here to the big city!" It appears that he is about to drop his groceries.
"And that man shouting questions at me! Why, oh why?!?"
Role-play might give some bonuses here, but otherwise the checks to try to get information from this man include Bluff, Craft (any), Diplomacy (Farlen provices +2 for aid), or Perform (any).

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”Apologies. We don’t mean to come off as troublesome. ” Says Alaric to the man in a calming voice.. He helps the man get his groceries under control, if he can. ”I totally understand how the city can be overwhelming. I, myself, come from a wilder region, down in central Garund.
“How did you come to be here, and what has gotten you so upset?”
diplomacy, with aid: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

GM Fuzzfoot |

Kysu informs you that he noticed a group of cloaked individuals chasing what looked like a blue-skinned human with magnificent butterfly wings through the streets. Kysu confesses that he quickly hid in a nearby alley when he realized what was going on.
"I speak Celestial, and distinctly remember the winged man calling out for Ordellia Whilwren in Celestial as he fled through the streets. Of course, I am unsure what business a butterfly man would have with the town’s ghostly guardian."

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The Agent blinks a few times.
"Butterfly wings? That's totally Desnan, man. Sounds like a righteous angel maybe just trying to help ol' Ordy's ghost."
The Agent gives the grocery-laden man a thumbs up, indicating he's been a help and turns his attention to the last witness.
Bored Chelaxian?

GM Fuzzfoot |

Havaroc is a male Chelaxian sculptor working out of Magnimar’s Golemworks but happens to live in Ordellia. He seems rather bored with the investigation and complains that he simply wants to return home after a long day’s work. To get him to share what he knows with you, you’ll need to convince him that talking is worth his time.
Investigation Skills: Diplomacy, Intimidate, or Profession
(barrister). Given his foul mood, diplomacy might be tough.

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"Hey, nobody really wants to be here, right?" Ny'a asks rhetorically. "It's a long day for us all, but there's an investigation ongoing, and it's for the good of us all. We really need your help on this; we'll try to be brief. Please, what can you tell us about what you saw?"
Diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12
Diplomacy is better than her Intimidate by +5, and just more in character.

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"Yes, that would go a long way to getting out of here. Once we know you have conveyed all important information, we can all head our own ways."
diplomacy aid: 1d20 ⇒ 8

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The Agent smiles, letting Ny'a do the talking to this witness, her being a gnome and all and him supposing that she'd have some sort of connection to the bored sculptor.
"Yeah, brother. Help Ny'a here out and we'll send you on your merry way just like the newlyweds and.."
The Agent struggles to remember the name of the dancer they just met.
".. that, uh... dancer girl."
To be fair now that we see N'ya +8 Diplomacy, I imagine we all aid her as the primary.
Diplomacy Aid: 1d20 + 6 ⇒ (13) + 6 = 19

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diplomacy aid: 1d20 + 5 ⇒ (15) + 5 = 20
"Talking to us now will get things moving quicker..."

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Farlen, hearing the more diplomatic characters take over, wanders over to see if Darren and Zalder have found anything at the townhouse.
perception of house: 1d20 ⇒ 17
"Darren, Zalder, you guys find anything unusual about the house?"

GM Fuzzfoot |

Havaroc loosens up, but only a little bit. "I work an overnight shift at the Golemworks twice a week. I was on my way to work when I happened past... saw strange people wearing heavy cloaks and some sort of glowing necklaces. Now that's all I know. Can I go now?"
Having now talked to everyone, Davorge speaks up. "We should perform a ritual to purge the corruption at the Mistress of Angels and summon Ordellia Whilwren."
The ritual to sanctify a monument from corruption requires the PCs to work together to overcome Tulvhatha’s influence. Each PC can attempt one skill check using one of the following skills: Diplomacy, Knowledge (arcana), Knowledge (religion), Perform (dance), or Spellcraft. The PCs cannot use aid another on these skill checks. The DC for this skill check is 12. To sanctify a monument, the PCs need to succeed at two or more skill checks.
If the PCs sanctify a monument, then each PC can attempt to gain a boon from the monument. Monument boons are listed. A PC can benefit from only one monument boon at a time.
Once you are ready, Davorge takes out a symbol of a woman dancing in front of a moon and places it around his neck.

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Religion: 1d20 + 3 ⇒ (20) + 3 = 23
The Agent nods as he recognizes the dancing lady.
"Ashava.. Groovy choice, man. She's totally in good with Desna. Probably that Dancer girl we just turned loose would dig her, too."
The Agent takes a couple steps over and sizes up the Mistress of Angels.
He rubs his hands together for a moment and glances at the others before smacking his lips.
(Bit of luck on self, take higher of two rolls that follow)
Religion: 1d20 + 3 ⇒ (9) + 3 = 12
Religion: 1d20 + 3 ⇒ (6) + 3 = 9
"Oh Angel, lovely Angel.. your eyes are so.."
The Agent hesitates.
"Stony and round."

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Diplomacy DC 12: 1d20 + 8 ⇒ (8) + 8 = 16
Knowledge (religion) DC 15: 1d20 + 4 ⇒ (19) + 4 = 23
"Ooh, you worship Ashava; one of the empyreal lords. That's pretty cool; they're almost like gods, sort of! Ashava could use a bit more regard for rules--to my mind--but hey, the forces of good are the forces of good, right?!?"
Ny'a steps up and starts helping Davorge to organize the ritual, making sure that everyone is in place and doing their part at the right times.

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Farlen will aid the ritual with his experience with spell flow and ebb, anticipation of cadence.
spellcraft: 1d20 + 11 ⇒ (17) + 11 = 28
"This will do nicely."

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spellcraft DC12: 1d20 + 7 ⇒ (6) + 7 = 13
Cannot make a DC15 religion.
Alaric grunts.

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We only get one check??? We, as a group, only need 2 total successes to invoke the ritual? No aiding. I think we have that.
"We seem to be reversing the negativity that was here." "Now, if Ordellia will just show up, we can ask her what happened."

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"Yup. Exactly." says Alaric.
I may have missed something, but where are the monument boons listed?

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Darven stands back and let's the socialites do their thing. He just paces back and forth, as if walking post on drill weekends. He is in the Mwangi Reserves

GM Fuzzfoot |

The blue petals rise into the air and clump together in groups of four, creating the likeness of a dozen butterflies that flit about before resting on the ground in calm silence. Moments later, a spectral visage of a Chelaxian woman with black hair and plain clothes appears in a nearby alleyway, clutching a silver butterfly in one hand and a starknife in the other. She stares off into the distance, terrified, and mutters a single word: “Help!”

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"Ordellia Whilwren, I presume?" asks Alaric. "I am Alaric Ysande, and we are here from the Pathfinder Society to help. How may we help you?"

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Farlen moves towards the alley, "Are you in this alley to help us find a clue? Just point the way."
perception of alley surrounding the vision: 1d20 ⇒ 10

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The Agent stands, jaw agape as the images of butterflies disperse and the Chelaxian woman can be seen. He hopes she responds to his allies, or that they can pinpoint the alley in which she struggles.
Can we talk to her? Make a Local check to know that alley? The woman?

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"How amazing!" Ny'a exclaims. "Can you hear us, see us, beautiful lady?"

GM Fuzzfoot |

She seems distraught and struggles to communicate, but your ritual does seem to have given her soem help.
Slowly, she speaks. "“Monument corruption siphoning my essence. Cannot manifest properly. Please, sanctify the Cenotaph and the Founder’s Flame. You must hurry. A life depends on your haste!”
Davorge points out that if you take 10 minutes to offer a dance or a prayer at the monument, you can gain a blessing.
A PC who spends this time and succeeds at a DC 15 Knowledge (religion) check gains a +1 morale bonus on initiative checks for the rest of the scenario. This bonus increases to +2 if the PC’s result exceeds the DC of the check by 10 or more.
THE CENOTAPH (nearest)
The Cenotaph is a cylindrical building that towers over Mourner’s Plaza. At 10 stories high, it is one of Magnimar’s tallest structures.
THE FOUNDER’S FLAME
This relatively unassuming monument stands at the center of a small park in Magnimar’s Naos district. The Founder’s Flame consists of a pedestal bearing a small bowl filled with green oil. Normally, this oil burns in an eternal flame of scintillating,multicolored fire, but the monument’s corruption has given it a sickly green hue.

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We still need to check the house out too. But Farlen is not the most perceptive. Perhaps others could have a look at the alley and the house.
"Let us check out this alley. I think there is something there maybe she wants us to see. Or perhaps up at her townhouse?"
Farlen will walk the alley. Already rolled a whopping 10 perception.

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The Agent shrugs.
"Sounds like she wants us to sanctify some more places or else someone's life ends?"
He glares a bit at Davorge as the suggestion is made that ten minutes could be spent when they just heard haste was critical.
"Let's hit up the Cenotaph or Flame... whichever's closer? Or split up, maybe? Sanctify two of them in parba, err paral, uhh, parallel."

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"Ohhhhh, let's not split up. Didn't they spend a week on that in 'Pathfinders 101' at the Grand Lodge? Bad, bad, bad! But... I definitely want to try that dance!" Ny'a, in her resplendant--and bulky--armor, does her best to follow Davorge's direction in an attempt at the dance he describes.
Knowledge (religion) DC 15: 1d20 + 4 ⇒ (9) + 4 = 13

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"Aren't we in a hurry?" asks Alaric. "A life is in danger!"
kn:geography to figure out distance?: 1d20 + 5 ⇒ (11) + 5 = 16

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"Let's go to the Cenotaph. I think it is closest." "I hope this corruption is on the first floor and not the top."
Let's stay together. I see that cenotaph is marked above as nearest. So I vote Cenotaph.

GM Fuzzfoot |

Red light engulfs the Cenotaph, emanating from the grand, cylindrical monument’s core as ghostly murmurs echoes from within. Ghostly apparitions occasionally flicker into sight, confused and distorted, before fading back into the stone.
As you approach, priests of Pharasma move to hold you away. "You don't want to go in there right now."

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Darven is the first to answer, "Why not, what is going on in their"

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"That's exactly why we want to go in there, actually! But, surely, tell us what you know. We don't want to just blunder in; let's be informed about it!"

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"Pardon my associates for their exuberance, but, yes, we are here to help out with the situation going on. Perhaps if you were to let us in on what you know, we could help out.
"If it helps you to decide, we are here as members of the Pathfinder Society, and have an official writ from the Varisian Council to investigate matters."
diplomacy: 1d20 + 5 ⇒ (19) + 5 = 24

GM Fuzzfoot |

Upon seeing the writ, the priests nod and let you pass. "Unquiet spirits linger within the monument... if you can find a way to calm these spirits, they might find a way to purge the monument’s corruption."
You descend the stairs and are immediately confronted by a ghostly presence, the Blessed Spirit. The spirit glows with goodly radiance and has a joyous cadence to its voice.
Influence Skills: Diplomacy, Fly, Knowledge (religion),Perform (sing).

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"Dear ghost, we are here to help you. If you could allow us to proceed to the corrupt area and perhaps get your friends to do likewise, we plan to attempt to cleanse the foulness."
diplomacy aid: 1d20 ⇒ 8