
GM Watery Soup |

Aiden and Catashlara both easily remember the lay of the city.
Pemak's Tinctures is 5 minutes away. Brandur's cottage is 10 minutes away but in the opposite direction. The Drippimg Wall Distillery is 10 minutes away in a third direction.
Where to? First location with 3 votes wins. You can also split up if you want to cover more ground, but will be shorthanded in a fight.

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"That is true though he may also have left some plans behind." Catushlara said as she asked for some container to store the remnants in the captain's cup.
Taking care to store the poisoned drink the cleric turns to the others, "Though if we go to the Distillery first we can find out what drink he used to cover the poison and I suppose the poison is readily available at the Tinctures."

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"All very strong cases. We have limited resources, so we have to be certain what our next course of action should be."

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Squirrel says, An antidote won't do the captain any good now. I think it more likely that Timinic is still in contact with his friends at the Distillery rather than Brandur making notes where he his the man and then leaving them while he kills his captain. I think we should go to the Distillery. Or ... Maybe both?

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"Let's get a move on to the Distillery. We can adapt our strategy from there, if we need to.
Time is of the essence," she tacks on, heading to the door.
Vote for the Distillery.

GM Watery Soup |

I'm going to take that as the third vote for the Distillery.
Time: 10:50 am
Daggermark’s countless alchemists and poison-crafters release gaseous waste into the air, and the by-products condense on the cold stone of the city’s curtain wall. Dripping Wall Distillery mixes runoff from the wall into its whiskey preparations, creating unique flavors popular throughout the River Kingdoms.
Pipes line the rafters of this squat building, channeling runoff from Daggermark’s curtain wall into large collection barrels. Simple wooden chairs and tables fills the main room, separated from the barrels by a bar stocked with whiskey. A staircase leads down to a lower chamber with a floor of packed earth. (to the right of the revealed map)
I apologize for the quality of the map. I'm not sure why it's so poor - it's cut and paste directly from the scenario. If there's a problem knowing what anything is, please ask.
Aiden Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Catashlara Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Malaz Perception: 1d20 + 14 ⇒ (2) + 14 = 16
Narla Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Seldiir Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Voices Perception: 1d20 + 4 ⇒ (8) + 4 = 12
There are three other patrons in the bar. A half-elven woman (Red icon) reads a book by the front window. A ruddy-faced dwarven man (Orange icon) is drinking at the bar. A person wearing a hooded cloak (Yellow icon) is sitting in one of the booths with their hood pulled over their face.
In addition, a human male bartender (Black icon) is working behind the bar.
I've placed everyone entering the bar in the order that people usually enter bars - alphabetically. Feel free to change your icon to a preferred icon if you wish, and place yourselves wherever you want to be. You're not in initiative order, but I do want to track where everyone is.

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Threesh, take me over to the bar and we can get you something to drink while I chat with the bartender.
Hss... Voices lumbers over to the bar.
Mr. Human Man, my big friend would like something that has a strong wild taste. Do you have anything nutty for me?

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Narla will slide up to the bar between Voices and the dwarven patron.
"One for me, too," she asks the bartender, raising a finger, then shrugging and raising two fingers. "Actually, make it two, there's a friend I'm hoping to meet here. Gnomish lad. Probably sticks out like a sore thumb. He seemed to have good words about this place, though."
Bluff to pass secret messages?: 1d20 + 8 ⇒ (12) + 8 = 20
Diplomacy: 1d20 + 10 ⇒ (20) + 10 = 30
Narla will overpay for any drinks, in an effort to encourage discretion and good will.

GM Watery Soup |

The bartender looks at Threesh, and then Squirrel. He dips a mug into an open barrel of warm beer, and then drops a handful of peanuts into the mug and places it in front of Threesh. The dwarf laughs out loud.
"Ish ... ish a dishtillery. Order whishkey," he warns Narla.
Narla, by how much are you overpaying for drinks? I'll say the standard price for a whiskey is 5 cp. Threesh's beer only costs 1 cp though (the peanuts are on the house).
Bartender Sense Motive: 1d20 + 5 ⇒ (15) + 5 = 20
I'll wait until I hear how much you're making it rain before resolving ...

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"Two whiskeys, then" Narla agrees, counting two piles of 5 copper coins, each with a pair of platinum at the bottom. (so, 20gp in bribes).

GM Watery Soup |

That's fine, but that's a large enough amount that I'll note it on your Chronicle at the end of the scenario.
The bartender draws three whiskeys from the aged barrel behind the counter. He puts two in front of Narla and slides one down to Voices with a wink.
"Ramyla!" he calls out to the back. A woman pokes her head from the back room (Purple icon). "Someone wants to talk to you," he says.
I will wait for others so that the timeframe is synced.

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Aiden steps up to the woman reading. He pauses to try and read the title of her book, glancing over his shoulder at the bar where Narla and Threesh start getting drunk.
"That looks like a good book. Apologies for the interruption." He smiles and thumbs back towards the bar. "What's the good whiskey at the bar? My friend Timinic suggested this place to me, but he didn't tell me what the good stuff is."
Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19
Sense Motive (any reactions to Timinic's name): 1d20 + 7 ⇒ (14) + 7 = 21

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Catushlara sniffs as she enters the distillery. Having never visited a distillery before she does not know if all distilleries smell the same or each one is unique but she does not find the scent unpleasant.
Seeing as her companions have already approached the bartender and the half-elf by the window the cleric decides to talk to the hooded stranger.
"Greetings."she begins with a nod as she joins the hooded stranger,"Do you mind if I join you for a drink?" she asks of the hooded stranger.

GM Watery Soup |

Bluff: 1d20 + 3 ⇒ (3) + 3 = 6
The woman smiles at Aiden as he engages in conversation.
"My name is Varney," she says. She shows you the book she's reading: Tracking in Cities: a primer for the urban ranger.
Aiden senses no deception overall and no reaction to Timinic's name.
---
Catashlara sits by the hooded stranger. They do not react to her presence or her words.
Catashlara Perception: 1d20 + 9 ⇒ (7) + 9 = 16
She doesn't notice anything unusual.

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Taking the silence as a yes Catushlara sits with a "Don't mind if I do". She tries to take in her new companion trying to determine if the cloak looks new or worn or anything to show if the stranger is a male or female. "Anything here you can recommend that is not too strong?" she asks.

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Knowing that a large golden man sometimes draws the wrong attention, Malaz pulls his cloak close. He scans the room looking to see if anyone is watching the team, or even specifically NOT watching the team.
Disguise: 1d20 - 2 ⇒ (2) - 2 = 0 LOL, nope!
Perception: 1d20 + 14 ⇒ (11) + 14 = 25

GM Watery Soup |

The hooded person totally ignores Catashlara. Their cloak is worn, patched in a few places, dirty and wet but regularly so from the snow.
---
Malaz doesn't notice anything outside of the face value of what's been presented. The half-elf is happy talking to Aiden, the hooded stranger is ignoring Catashlara, the dwarf is drunk, the bartender is calling Ramyla, and Ramyla is curious to see who's been asking for her.
---
Just waiting to give Seldiir a chance.

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Not letting the silence stop her Catushlara continues to talk to the stranger."I encountered this drink a while ago but don't know what it is. Can you help me identify the drink?" the cleric says as she opens the bottle with the remnants of the drink from the venture captain's cup.

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Aiden ends the conversation with the half-elf with a wink. "Maybe I'll see you back here later."
He approaches the bar and speaks to Ramyla. "Ramyla, is it? Perhaps you can help us. We're looking for a friend of ours, known to come here. A gnome. Do you know him?"
Diplomacy: 1d20 + 6 ⇒ (7) + 6 = 13

GM Watery Soup |

Seldiir doesn't notice anyone following, but there is a woman who looks like she's beelining for the bar. She passes by Beaky with an audible, "Whoa!"
The bartender greets her by name as she walks in. "Immy! The euge?" Immy nods. The bartender draws two whiskeys from the barrel and places them on the bar for her to pick up. She brings them to one of the tables and starts on the first.
Varney looks at Immy with a little disgust in her eyes and an audible sigh.
The hooded figure does not react to anything, not Catashlara, not Immy. They haven't moved a muscle.
The dwarf briefly acknowledges Immy on her way in.
Immy will be the green icon.
---
Ramyla takes over the bar and tells the dwarf to move over. The dwarf reluctantly shuffles down a few seats.
Ramyla is clearly cautious as you ask her questions.
"I know a lot of gnomes," she says diplomatically. "Which one are you looking for?"
1d20 ⇒ 14
1d20 ⇒ 4
1d20 ⇒ 12
1d20 ⇒ 8
1d20 ⇒ 16
1d20 ⇒ 3

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Heh, I had half assumed I was already speaking to Ramyla, hah.
"Kid's name was Timinic," Narla mentions to the proprietor, before lowering her voice to naught more than a whisper. "Real 'guardian of the open road' sort of fellow. Seemed to think you were in the need of a bit of protection, to boot."

GM Watery Soup |

I forgot to mention earlier that the time is now 10:50 am.
---
Narla: The ambiguity was intentional. :)
"Timinic!" Ramyla exclaims, before suddenly lowering her voice. "He's in hiding - someone from the Pathfinder Society put him up in a safe house. There's a price on his head. And apparently, now, mine too."
1d20 ⇒ 8
1d20 ⇒ 6
1d20 ⇒ 10
1d20 ⇒ 11
1d20 ⇒ 2
1d20 ⇒ 6

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Squirrel joins the conversation with Narla and Ramyla, It is worse than you know. Our boss who put Timinic in hiding has been killed by poison. We're pretty sure that killer is heading for Timinic next and then possibly you folks here. Do you know where Timinic is hiding so we can intercept the killer?
diplomacy: 1d20 + 18 ⇒ (6) + 18 = 24

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Aiden looks over to Immy, catching a look from the bartender. He slides over to block her view from where Narla is speaking to Ramyla, turning to speak to her at her table.
"Immy, is it? Seems like you are a regular. What's your poison? I'll buy you a drink."
Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10
Perception: 1d20 + 8 ⇒ (7) + 8 = 15

GM Watery Soup |

Ramyla: "He's northside somewhere. Nobody but Brandur knows where he is exactly. It's probably for the better - the assassins won't know how to get to Timinic either! You should find Brandur."
1d20 ⇒ 18
1d20 ⇒ 18
1d20 ⇒ 3
1d20 ⇒ 20
1d20 ⇒ 10
1d20 ⇒ 14
---
Immy: "A drink? I have two! But I'll tell you what, sweetie - you can buy me lunch."
"A meatie pie from my sweetie pie!" she yells to the bartender.
"So, what are six strangers and a hippogriff doing in a bar in Daggermark?"
1d20 ⇒ 19
1d20 ⇒ 16
1d20 ⇒ 12
1d20 ⇒ 1
1d20 ⇒ 18
1d20 ⇒ 1
Aiden senses she's out of her routine. Perhaps someone took her regular seat, or she's otherwise doing something she's not used to doing.
Aiden also notices that Varney looks annoyed, and keeps looking at him and Immy.

GM Watery Soup |

"Brandur?! Let's go to the back." She gestures with her eyes towards the dwarf, who appears to be straining to her.
Ramyla beckons those talking to her to join her in the back room.

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"Well it looks like I must be off. I enjoyed our conversation. We should do this again sometime." Catushlara says as she rises from her seat to join the others.
She leans towards the bartender as she passes him and whispers. "How long has that patron been here?

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Aiden chuckles at Immy, giving her a long look. "That sounds like the opening of a joke! By all means, a meat pie for the young lady!" He motions to the bartender.
He sees the others retreating to the back. "We're here to pick up a special bottle of whiskey for a friend. Hey, what do you know about that hooded fellow? Seems nearly catatonic." Aiden glances over and catches Varney's eye and winks at her.
Studied Target on Immy.
Bluff: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19

GM Watery Soup |

Ramyla looks at Catashlara, confused.
"Danforth? He takes a nap here every morning."
Varney shakes her head when Aiden winks at her.
Yes, Ramyla is the purple square.

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"What can you tell us about him? Is he a member of the guilds?"

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Malax hangs back in the common room with Seldiir. Shouldn't have anyone by themselves in a place like this.

GM Watery Soup |

I've moved Malaz to the table with Seldiir where they can see all the patrons at once, and everyone else into the back room with Ramyla. As you're out of sight of each other, I'll be spoilering Team MS (Edit: Plus A) and Team ACNV separately.
1d20 ⇒ 1
1d20 ⇒ 5
1d20 ⇒ 9
1d20 ⇒ 14
1d20 ⇒ 11
1d20 ⇒ 18
"I allowed Timinic to use the sewer access to map the Daggermark sewers. I think he found something down there - and I think that's why he's been marked."
You look into the sewer complex, but it's a very large complex - one that would likely take days to search. There are no immediate dangers (like anything that would jump out at you) but there's also no lead here. i.e., Searching the sewers is outside the scope of the adventure.
"If Brandur is in on it, or if Brandur's been compromised, you need to find Timinic. The safehouse is on the northside of the city. Timinic's allergic to pine, so it can't be near any pine trees. But gnomes have a hard time drinking treated water, so he's probably near a river."
Based on Ramyla's description, those of you trained in Knowledge (geography) or Knowledge (local) can make a DC 20 check to figure out where the safehouse is. You may also make a DC 15 Diplomacy check later to figure out where it is based on local interviews, but you'll need to spend 1d2 hours to do it. Just as a reminder, you also have not visited Brandur's cottage so there may be clues there, too.
Catashlara: "Danforth? He used to be a ranger, I think. When he's awake, he's usually telling the same story about fighting an ogre in the woods. I think he mostly drops by because he gets lonely at home."
The time is now 11:40 am.

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Previously:
Narla leaves her whiskey decidedly untouched and heads to the back. "Help yourself," she offers to the inebriated dwarf as she passes.
"Thanks for the help, Ramyla. Try and keep your head down," she offers. 'But you're in Daggermark and probably don't need us to tell you that.' she tacks on silently, shaking her head.
"We're pointed in the right direction at least. Let's get back to the group and go from there," she suggests. "Any first impressions? I'm not particularly familiar with this town's layout."

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Is Brandur's cottage in the same direction?
"Could it be around this area?" she says as she points at a place in the map.
Knowledge(Local): 1d20 + 4 ⇒ (9) + 4 = 13

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Uhm yeah. And then you can help us convince Timinic we are on his side!
Voices starts walking toward the door assuming everyone is following him. It seem she might have forgotten that he doesn't know where he is supposed to go.

GM Watery Soup |

You exit the back room.
Catashlara, Narla, and Voices emerge from the back room.
"Ramyla! What are you doing back there? Are you handing out freebies?" shouts Immy.
The dwarf perks up at the word "freebies."
Danforth wakes up from all the noise.
1d20 ⇒ 11
1d20 ⇒ 4
1d20 ⇒ 2

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"Relax, Immy, she's just getting the bottle of whiskey." Aiden says in a loud voice. "Come on, have another drink with me."
Sense Motive (ST): 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24

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"Barkeep! What can you tell me about this drink?"Catushlara asks the barkeep as they return from the backroom.

GM Watery Soup |

The barkeep describes for Catashlara the process of distilling whiskey, how runoff from the alchemical fumes is collected, and detoxified, and used to flavor the whiskey.
"My good fortune is everyone's good fortune!" Immy declares. She calls everyone over as Aiden pours out some whiskey for everyone.
I've moved everyone by the bar to gather for a toast.
Immy hands everyone a glass and raises hers. "To strangers! You never know what they're thinking, but sometimes you end up with free drinks!"
1d20 ⇒ 5
1d20 ⇒ 13
1d20 ⇒ 10
1d20 ⇒ 7
1d20 ⇒ 18
1d20 ⇒ 14

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Malaz hoists the tumbler, but does not actually take a sip. Just watched a man die. I'm in no hurry to follow him.

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Seldiir walks round to Ramyla and chinks glasses, "To the host, cheers!"
He doesn't know his own strength, however, and clatters the glasses together, spilling the contents of both on the floor.
bluff to make it seem accidental: 1d20 ⇒ 3 +2 vs humans
Well, that was clumsy... who cares, plausible excuse, that's all.
"Oh, dagnabbit! I'm sorry. I'll pay for another, I am sorry."

GM Watery Soup |

"You should have let her die," growls Immy. "Now you're all going to die." Immy's face melts away, leaving a grayish humanoid creature with a narrow head, gaunt limbs, and a sinister, noseless face.
Aiden Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Catashlara Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Malaz Initiative: 1d20 + 0 ⇒ (3) + 0 = 3
Narla Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Seldiir Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
Voices Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Immy Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Surprise round:
"Immy" slashes Ramyla across the neck, drawing blood.
Claw, FE: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Slashing, FE: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Seldiir may act in the surprise round, but Immy will not be flat-footed.
Round 1!
Catashlara
"Immy"
Seldiir
Voices
Aiden
Narla
Malaz