
DM Khel |

"So, where and when shall I meet you, to leave the city?" Themolin asks, still focusing most of his attention on Farzin. "What's the plan?"

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"Come back here. We're going to need to get you out hidden. Two days from now. Be ready."

DM Khel |

"I will do that," Themolin replies.
Where to now? Back to the Rockfish Inn for a cozy evening in, I presume?

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Seconded

DM Khel |
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The Pathfinders make their way through the city and back to the Rockfish Inn uneventfully, though they can't help but be struck by how strange it is to have a curfew limiting their movement, when they are accustomed to the freedom to move around the wide world of Golarion. Surely, for at least some of the party, this strange feeling serves as further motivation to successfully smuggle out those who wish to leave this oppressive place. For others, it underscores that there is money to be made in that endeavor.
Back at the Inn, Yuleg greets everyone and again prepares a simple meal. Vurna's illness lingers, though she is better off than when the party first met her. It is clear that Yuleg is still rather concerned about her.
Vurna is at stage 2 of Filth Fever, if y'all want to try again to treat her with Medicine.

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Guess we'll have to, don't think anyone can use the scroll of remove disease we found, unless we can find someone in town.
Hampton hands his healer's tools to Zandu. Do your best. I'm afraid my herbs and plants only work to address wounds.

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Zandu nods. "Let's see what we see. Vurna, let's find you a bit of quiet while I see if we've got something to bring down that temperature."
Treat Disease (Medicine): 1d20 + 4 ⇒ (2) + 4 = 6
Well crap

DM Khel |

Zandu's ministrations don't seem to help Vurna much, and by morning she's had a bit of a setback in her battle against the illness.
Vurna is now at stage 3 of 5 (she was at 2 before her failed save just now), and is not well enough to take you through the sewers, or to travel on the boat. You can find Flitch on your own with some Survival checks, though it will be harder than being led directly to him.
It's now the morning of day 3. Would you like to find Flitch in the sewers, or look for Garrla at the Emerald Guardhouse?

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Karsus keeps his opinions on Vurna's condition to himself for now. He doubted their host would be quite so gracious if he was forced to confront the grim reality of their situation right now.
Let's visit Flitch next since we already put in the work to track him down.

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"And just when she was starting to feel better. These things always come and go. I'm sure she'll be right as rain in no time," Farzin says, not sure at all.
I second the sewers!

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Third!
"I'm not done with her. She just needs more time. I'll keep at it."

DM Khel |

Leaving Vurna in her father's care, the party follows the map they found earlier in the graffiti in Flitch's pad. A well-oiled grate at a nearby crossroads leads down into a twisting sewer system. Descending into the sewers, graffiti covers the walls at nearly every intersection of the labyrinth.
Survival checks to find Flitch, with a +1 from the crit success Zandu got earlier to decipher the graffiti.
Sorry to take all day to get up such a teeny post - today got away from me.

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Survival: 1d20 + 5 ⇒ (20) + 5 = 25
One thing Hampton knows from his Osiriani heritage is how the precious resource of water flows, and this system being centuries old mirrors those about Ancient Osirion he has studied before. The half-elf has little trouble navigating the sewers.

DM Khel |

Amazingly, Hampton’s recollection of the sewers of Ancient Osirion is remarkably informative in a city that’s been trapped out of the normal flow of time for millennia. He seems to know instinctively which way to turn at each juncture of tunnels as he follows Flitch’s trail, and he soon leads his companions to a small sewer maintenance chamber, where a humble campsite has been set up. A youngish human man rises to his feet as the Pathfinders enter. His wholesome face is accented by dark hair and a single curl, dangling over his forehead, which he routinely brushes aside.
”Who are you?” the young man asks suspiciously.

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Perception: 1d20 + 5 ⇒ (14) + 5 = 19
"Hail and well met. What a cozy spot you've found." Farzin smiles at the wholesome looking man. "No need for alarm. I believe you've been waiting for us." With a glance over his shoulder and a whisper he adds."We've been sent by Karela."
Diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26

DM Khel |

"Hmm, interesting," Flitch says, still a bit wary. "Did he have any messages for me?"
Hint: look at the handout.

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He did, Hampton chimes in. Your uncle has been asking about his slippers.
EDIT: Ninja'd!

DM Khel |

The young man relaxes visibly and a broad smile crosses his face at the mention of his uncle’s slippers. ”I’m glad to hear that,” he says, ”I’m Flitch. I’ve got my payment all set, and some pretty good copies of real travel papers to help get us out of the city. Take a look.”
He holds out a sheaf of papers, as well as a few items to count as his payment for being smuggled out of Xin-Edasseril.
Flitch offers his disguise kit, a repair kit, and a minor healing potion as payment. These represent 1 Treasure Bundle.

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Perception: 1d20 + 7 ⇒ (1) + 7 = 8 b*!#~@#s
Hampton nods. These appear well in order.

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Perception: 1d20 + 6 ⇒ (12) + 6 = 18
"In order? Are you kidding? These are serviceable at best. Definitely not going to hold up under close scrutiny. It... Ah well, they at least look the part. Might be able to improve upon this though."
Society to Create a Forgery?

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Perception: 1d20 + 3 ⇒ (7) + 3 = 10
For a moment I thought I had Society.
"Hmmph."
"If nothing else, he's better prepared than some of the others we've been sent to extract. Is there a reason you're holed up down here like some kind of vermin?" Karsus growls. "Despite the curfew, moving about on the surface has been fairly safe in the few days we've been here."

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Perception: 1d20 + 5 ⇒ (11) + 5 = 16
"These look good enough to me, but if someone would like to fancy them up, well, by all means."
Papayo looks down from Farzin's shoulder and squawks in agreement.

DM Khel |

Flitch is a bit crestfallen at Zandu's assessment of his forged papers, but he quickly sees the bright side, despite hiding in a sewer from a despotic regime of unimaginable power. "Well, if those are a good start, maybe you can get some really good ones together!"
He turns to Karsus and says, "I'm here because I didn't think I was safe at my place. I was talking with Guaril about getting out, and then he disappeared. I figured the Emerald Guard found out, and disappeared him, and that I'd probably be next. So the sewers seemed like a better place to be. A friend, sweet girl named Vurna who's got a big crush on me - who's also supposed to be leaving with you, by the way - knows the sewers pretty well and showed me tunnels that go out to a place called Shard Cove. So I came down here to hide - and luck brought right you to me!"
Looking around a bit, he says, "I'm pretty ready to get out of here, though. When do we leave?"
Society checks for forging papers can happen later, since it will take a while and can be done after curfew. Where to next?

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”You’ll be leaving with us on the Merry Mayfly the day after tomorrow. So, wrap up anything you need to do and met us on the docks.”
Farzin considers for a moment, and then adds, “Is there anything you can tell us about this Garrla before we meet with them? You found their note, I believe.”

DM Khel |

”Garrla? Oh, that note I found?” Flitch replies. ”Nope, don’t know anything about it but the note, and that I gave it to Guaril. I figure you’ll have to go to the Guardhouse to ask about it.” With a cheerful wink, he adds, ”And the day after tomorrow works for me!”

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"Alright, let's get on with it. I can't say I like the idea of going to the Guardhouse. but let's find out what this whole 'Garrla' thing is about."

DM Khel |

Their arrangements made with Flitch, the party makes their way to the Emerald Guardhouse, the headquarters of Belimarius’ feared city watch and secret police. Despite its name, the place is far grander than a guardhouse – the tall columns along the frontispiece of this wide building are carved in the likeness of Runelord Belimarius. Its wide courtyard is filled with practice dummies and other evidence of martial training. Guards and officials are beginning and ending their shifts, making it a busy place. A short line has formed outside the door of a recruiting area, where a guard stands stationed.
As Farzin puts on his most innocent air and asks around for “Garrla,” he is told that nobody by that name is known to have ever been at the guardhouse. After a few attempts by the party to find Garrla, Rax is bumped by one of the Emerald Guard as she passes by. The guardswoman states very simply, “It is a good time for recruiting,” then continues on to the recruiting area.

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Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Farzin spots a piece of paper on the ground and shares it with the others.
In a hushed voice, ”That was her. We need to pass the information to her somehow.”

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Perception: 1d20 + 6 ⇒ (2) + 6 = 8
"Good eye, though I can't say I like the suggestion of becoming a recruit. But... I don't know where else to find this person, so we might need to roll with it."

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Hampton grabs Farzin and Rax. We'll look like we're enlisting, he says to the Sorcerer, while you pretend to be our interpreter and pass along our info. Let's go.

DM Khel |

The party joins the fairly short recruitment line, just as the mysterious guardswoman – who Farzin has correctly deduced must be ‘Garrla’ – makes an announcement. ”We want to keep this line moving smoothly. Those of you with questions, remain at the back of the line and we’ll move the easy ones through first.” She then takes a seat at the recruitment desk that the line leads to, as a number of potential recruits obediently move to the back of the line to wait their turn.
With the process expedited in this way, the Pathfinders soon find themselves standing in front of Garrla. Gesturing at her uniform, she says, “If you like it and you have what it takes, it can be yours one day soon. Just tell me the time and the place.” She continues to speak, emphasizing the words “time” and “place” again, even raising an eyebrow occasionally to convey the significance of what she is saying – and carefully not giving away to other guards nearby what she is talking about. Garrla then adds, ”Since you are not from here, I’ll need to see your travel papers as well.”

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Zandu studies the recruiter for a moment, concentrating on every facial tick, spoken inflection, and other detail to try and get a sense of the recruiter's motives.
Sense Motive, please. +6 to Perception

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”Very nice, my colleagues and I quite like it a lot. Would be nice if we had one to wear on the docks, the day after tomorrow, when our friends arrive on the Merry Mayfly. They’d be quite impressed.”
He hands over the travel documents.
”I assume everything is in order.”

DM Khel |

Zandu’s study of Garrla convinces him she is on the up-and-up as she takes the proffered travel documents from Farzin. Flipping through them and scanning with a practiced eye, she casually mentions, ”Hmm, there’s a guard named Ellvard who is scheduled to work at the docks.” As she hands back the travel papers, she lifts a small black notebook off the desk and smoothly slips it under the stack of documents. “Hope you have what it takes,” she says, as she points briefly at the guard stationed outside the door.
If you wish to leave with the notebook, I’ll need a Stealth check to Conceal an Object.

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I am so glad you are giving me this opportunity. Even though I have no hero points level, I will try this. Here goes.
"I'll do my best," Zandu says, bumping into the desk and using his hands to steady himself while working to swipe the book unnoticed.
Conceal an Object (Stealth): 1d20 + 7 ⇒ (7) + 7 = 14 Ayup. Note however that I have Experienced Smuggler, which I think makes that a 17. And yes, probably should have been a secret check
"Sorry about that," he says, apologetic. The floor is definitely well polished here."

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Hero Point reroll per Slack: 1d20 + 7 ⇒ (5) + 7 = 12
Still a 10...

DM Khel |

Zandu’s attempt at wrapping the notebook in his travel papers is good, but not quite good enough for the sharp-eyed guard at the door. ”What’s that?” he asks, pointing at the corner of the notebook sticking out of the papers. ”Garrla, this fellow is walking off with something of yours!”
Garrla approaches and extracts the notebook from the papers, rolling her eyes and saying, ”It’s amazing how poor these new recruits are at following instructions! Not to worry, Kielan, just a misunderstanding.” She returns to her desk and gestures at the Pathfinders, clearly dismissing them.

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Zandu slinks away, embarrassed and clearly chastised.

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Once clear of the guard house, Farzin discusses the plan.
"We need to return to the Arcanium and inform Seddothrum, and Dafffid. And we need to tell Themolin of the time and place. Also, we need to build rafts to get out to the ship. Shall we split up? I know nothing of crafting, so I'm happy to return to the Arcanium. Perhaps someone else can talk to Themolin while they pick up the materials for the raft?"
Is there anyone else we still need to inform?"