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Reflex Save: 1d20 + 4 ⇒ (16) + 4 = 20
"Nice try!" the Ifrit gal calls out, and then sticks her tongue out at the enemy caster right before casting a spell of her own...which is just mage armor on her "sister."
Then, with some prompting from Magmara, she slowly and cautiously moves back to make the grease work in their favor.
Acrobatics DC 10 to move at half speed: 1d20 + 3 ⇒ (14) + 3 = 17

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@GM: Note that the mind blast should be non-lethal damage. I always use Merciful Spell. Thanks. :)

Magmara |

Reflex Save: 1d20 + 1 ⇒ (9) + 1 = 10
Magmara falls as the magical grease appears beneath her feet. Immediately, she urges Soleil to move back so their enemies will have to cross the slick surface to get to them. Soleil takes the time to stick her tongue out to taunt their enemies and cast mage armor on Magmara first.
Magmara simply smiles and shakes her head at her "sister's" silliness even in the face of combat. If I had acted like that, my sensei would have been furious, she thinks, but then again, that was a very long time ago.
And with that, Magmara stands and tries to move slowly and carefully to follow her sister.
Acrobatics DC 10 to move at half speed: 1d20 + 1 ⇒ (14) + 1 = 15
If one of the baddies moves up to Magmara or Soleil, they will provoke from Magmara as her lucerne hammer has reach.

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Will save: 1d20 + 4 ⇒ (5) + 4 = 9
Rex doubles over in pain.
The bedraggled Varisian then brings a finger to his temple and wracks the mind of his assailant. (Orange)
Mind Thrust, non-lethal: 4d6 ⇒ (6, 4, 5, 2) = 17 Will DC 16 half
Not wanting to stick around for more of that, he hurries back to regroup with the others. "Anyone able to provide medical assistance?" Rex groans.
Standard mind thrust
Move move

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I assume the crates are difficult terrain?

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Will: 1d20 + 2 ⇒ (9) + 2 = 11
Luc takes the full extent of the negative energy.
He moves up and tosses a punch at Green.
Unarmed Strike: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d6 + 3 ⇒ (2) + 3 = 5

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Will vs. Neg. Energy: 1d20 + 8 ⇒ (9) + 8 = 17
Shamus, enveloped momentarily in a grey mist of negative energy, reels slightly from the haunting pain.
Hearing Rex's plea for aid, he rushes over to Rex's side and casts cure light wounds, healing him for 1d8 + 2 ⇒ (5) + 2 = 7 points.
Here ya go, lad. That should help a bit.
Confused by Luc's decision, he shouts out to him.
Luc, why are you attacking a downed opponent? That monk will be out for some time. Take care of the ones still fighting, lad!

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Bocke will come out of his hiding spot and move south.
He will enact a Judgement of Destruction on his bow, and fire an arrow at Red.
Longbow: 1d20 + 6 ⇒ (3) + 6 = 9
Damage, Destruction: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

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Assuming Valentina has the movement to get there...
Valentina doesn't see any way to reach the closest fighter without overextending herself, but she also notices magic blast out of the western doorway, and her companions retreating... so she will curse under her breath in Varisian, then use an arcane point to make her weapon magic (swift action), and cast a lightning spell (Shocking Grasp) that dances along her scarf and move in next to the doorway and unleash two attacks with the scarf as a piercing weapon (full-action Spell Combat with Spellstrike)!
(Arcane Point, Spell Combat, Spellstrike) Bladed Scarf: 1d20 + 5 + 1 - 2 ⇒ (19) + 5 + 1 - 2 = 23
damage (Slashing Grace, Weapon Finesse, Shocking Grasp): 1d6 + 3 + 2d6 ⇒ (2) + 3 + (3, 6) = 14
(Arcane Point, Spell Combat) Bladed Scarf: 1d20 + 5 + 1 - 2 ⇒ (18) + 5 + 1 - 2 = 22
damage (Slashing Grace, Weapon Finesse): 1d6 + 3 ⇒ (3) + 3 = 6
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su)
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Arcane Pool (Su) (4/day)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Slashing Grace (level 1) (Combat) Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.

GM Nowruz |

will save : 1d20 ⇒ 16
The cleric was barely standing after the mind thrust. After Luc and Bocke miss with their attacks, it is Valentina that drops the cleric with a lightning strike!!
The sorcerer moves forward and again uses his wand to grease the floor beneath Shamus, Rex, Magmara, and Soleil.
Grease DC 13 reflex.
The fighter moves up and draws a crossbow which he fires at Soleil but he misses.
H Crossbow : 1d20 + 4 ⇒ (10) + 4 = 141d10 ⇒ 1

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Bocke moves up and fires at Red again.
Longbow, PBS: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage, PBS, Destruction: 1d8 + 1 + 1 + 1 ⇒ (7) + 1 + 1 + 1 = 10

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Reflex: 1d20 + 1 ⇒ (17) + 1 = 18
Steady on his feet, Rex steps out of the grease on the floor beneath him.
He draws a handful of vials from his pocket and puts a finger to his temple. With a word he thrusts his will into the mind of the fighter.
5-foot step
Move draw dew of lunary
Standard mind thrust
mind thrust, nonlethal: 5d6 ⇒ (1, 5, 4, 1, 3) = 14 Will DC 16 half
"Bocke! Shoot the sorcerer!"

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Shamus tries to keep his footing as he moves out of the grease spell.
reflex save: 1d20 + 2 ⇒ (11) + 2 = 13
He moves away from the grease, points a finger at the man in armor (red), mutters an incantation, and casts daze on the warrior.
DC 14 Will vs. daze.

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Valentina will spend her turn running around the outside...

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Reflex Save: 1d20 + 4 ⇒ (5) + 4 = 9
"Ooof!" Soleil says as her feet slips out from under her and she falls gracelessly on her backside. She follows this with, "Jerk!" and then stands up and casts a spell at the enemy fighter.
Ray of Frost: 1d20 + 4 ⇒ (10) + 4 = 141d3 ⇒ 1

Magmara |

Reflex Save: 1d20 + 1 ⇒ (17) + 1 = 18
Magmara keeps her feet this time and attempts to move forward to eliminate the threat.
Acrobatics DC 10 to move half speed: 1d20 + 1 ⇒ (8) + 1 = 9
"Ugh, fine," she says and extends her hand forward saying, "Infernio" at which point a gout of flames spout forth from her hand in a cone hitting the fighter and caster. Magmara can cast burning hands 1/day because she get the basic racial traits of an Ifrit as an ancestor Eidolon.
Burning Hands, DC 11 for half damage: 1d4 ⇒ 1
Well, forget that reflex save, as it will be 1 point regardless. terrible rolls on the damage for both gals!

Magmara |

Again, if the baddies try to move towards the gals, Magmara will get an AoO.

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Valentina pokes her head around the corner and can still see the lightly armored man's sleeve, so she casts Chill Touch through her scarf this time before closing into melee and unleashing the fury.
(Arcane Point, Spell Combat, Spellstrike) Bladed Scarf: 1d20 + 5 + 1 - 2 ⇒ (3) + 5 + 1 - 2 = 7
Misses
(Arcane Point, Spell Combat) Bladed Scarf: 1d20 + 5 + 1 - 2 ⇒ (20) + 5 + 1 - 2 = 24 Crit threat!
confirm: 1d20 + 5 + 1 - 2 ⇒ (5) + 5 + 1 - 2 = 9 Probably not... :(
regular damage (Arcane Point, Slashing Grace, Weapon Finesse, Chill Touch): 1d6 + 3 + 1 + 1d6 ⇒ (4) + 3 + 1 + (3) = 11
crit damage (Arcane Point, Slashing Grace, Weapon Finesse, Chill Touch): 1d6 + 3 + 1 + 1d6 ⇒ (3) + 3 + 1 + (6) = 13
Fort saving throw or also takes 1 point of STR damage

Magmara |

Will Save: 1d20 + 2 ⇒ (6) + 2 = 8
"No, everyone flee!" Magmara calls out as an unnatural fear washes across her and she attempts to move away from the source of that fear.
Reflex Save DC 10 to move half speed: 1d20 + 1 ⇒ (11) + 1 = 12
Managing to make her way out of the grease, Magmara retreats as far as she can from the enemy caster.

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"Well now you've made my sister look silly," Soleil says angrily at the sorcerer. She then attempts to move towards the foe.
Reflex Save: 1d20 + 4 ⇒ (17) + 4 = 21
Standing over the fallen enemy fighter, she swings her Elven curve blade with both hands while calling out, "You're a doody head!"
Elven curve blade: 1d20 + 4 ⇒ (11) + 4 = 151d10 + 3 ⇒ (6) + 3 = 9+1 additional point of fire

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We should tie up that one I knocked out. He may wake up soon.

GM Nowruz |

After several minutes with no further trouble from the Aspis agents, you safely begin to clean up yourselves and the warehouse.
About an hour later, Delroya returns with a dozen or so porters, and begins moving the shipment. Despite never pausing from her work to speak with any of you, it is not hard to tell that she is satisfied with the Society's help.

GM Nowruz |

Later Delroya accompanies you back to Absalom and to your meeting with Venture Captain Ambrus Valsin at the Grand Lodge.
"Pathfinders that was fine work in Diobel. Thank you!" she says.
His smile evident over his bushy mustache.
"You've dealt a major blow to the Aspis Consortium’s operations on the Isle of Kortos, and prevented a great deal of suffering from spreading across the Inner Sea region. And well done being discret with the support from among the nobility of the Isle of Kortos."
Clearly a reference to you resisting the urge to use Lord Avid’s writ.
"See Delroya, this team represents the best qualities of Pathfinders."
Delroya herself remains quiet, but she smiles and nods at this comment and it's clear her demeanor has softened a great deal since the ordeal in Diobel, it's also clear that she feels at home among the Pathfinders and is excited to join your ranks.

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Is this adventure over time and just a moment for some last role playing? I'm assuming if Delroya's already excited to join our ranks we don't have to try to recruit her?
Soleil is hanging out by her self-appointed best friend Valentina with her arm draped familiarly through the other gal's and her cheek resting on the magus' shoulder. As Valsin comments about this group showing the best qualities of Pathfinders, Soleil chimes in with, "Aww, thanks! And did you see in that last fight how my bestie and I worked together to take down that spellcaster? We're such teamworky pros!" and with that, she hugs the other gal's arm.

Magmara |

At the mention of not using the writ from Lord Avid, Magmara shoots a nervous glance towards Shamus, however, she is quickly distracted by Soleil's outburst.
Magmara smiles at her "sister's" energetic response, and more quietly simply offers a bow towards Delroya and says, "We are honored to have you among our number. You are a valued ally."

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Bocke sneezes and the fight ends by the time he pulls out a hankerchief.
"The dust in this warehouse ..."
---
At the Lodge, Bocke thanks Delroya for having the courage to step forward. "I know it can't be easy for someone to do what you did. But you did the right thing, and I wish everyone were like you."

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It was enlightening to adventure with all of you. I hope to adventure with you all again. Shamus shakes hands and bows respectfully to all of you.
And, yes, you may call me "Hal-aeboji", if you like. He says with a squinty grin.

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"That was quite the adventure, friends!" We made a positive impact in Kortos." Rex smiles, a rare occurrence for the troubled man.

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Valentina is still brimming with energy as the fight ends, so it takes a second for her to calm down and maintain normalcy. She suggests placing the unconscious Aspis agents (who haven't died yet) in the giant cage, and then using her wand of cure light wounds to keep them from dying until they have faced legal judgement for their crimes.
Once everyone else shows up, Valentina will smile at Soleil's enthusiasm, and wrap her other arm around her for a full hug. "Thank you for your friendship! I travel so often, and am rather introverted as well, so I don't make friends easily. Especially social fire ladies!" She giggles, then seeks out Delroya to give her advice from her own experiences... places to avoid, people within the Society to seek out, stuff like that.
FYI I am adding Soleil to my "friends and foes" section of my character sheet, just for kicks and giggles! :)
Before she goes, she offers to make a Harrow card reading for Rex. "I'm afraid I'm not very good at it, but maybe it will help you find some clue to your past?

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"I would like that," Rex replies quietly.

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FYI I am adding Soleil to my "friends and foes" section of my character sheet, just for kicks and giggles! :)
Loving this!

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Rex pulls a small bundle of fine cloth out of his pack. He unwraps the bundle to reveal an aged but finely crafted wooden box with ornate carvings of myriad fantastic creatures and objects. He lifts the hinged lid and withdraws a worn deck of cards, which he carefully passes to Valentina. "This harrow deck was with me when I was found near the Worldwound. Perhaps it might be better suited to a reading about my past."

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Shamus watches intently as Rex opens the decorative box.
Being a Speaker for the Past, I am very intrigued by watching a harrow reading. Shamus says.
Am I allowed to participate? Or at least watch? If not, I fully understand how personal something such as this can be.

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"My bestie is so talented!" Soleil says, taking a spot behind Valentina to watch her the Harrow reading and without any of the permission requesting that Shamus politely did. "Look at her doing awesome card tricks!" she says, accidentally assuring everyone that she has no idea what a Harrow reading actually is.
I love that the adventure's over, but most of the group is still right here watching the roleplay of a harrow reading. What an awesome and fun group!

Magmara |
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Magmara, who unlike Soleil does understand what a Harrow reading is, is rather intrigued by its connection to the past as much as she has been in hal-aeboji being a speaker for the past given that she is, quite literally, from the past. She stays back giving respectful space to Rex and Valentina, but is very focused in on the reading and on the responses that Rex and shamus have to it.
She is so focused on it, in fact, that she neglects to pull Soleil away from Valentina.

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Valentina pauses momentarily before carefully taking the worn harrow deck from Rex. "I fear my skill is not worthy of this deck. I'm only a Harrower in training. (Planning on taking Profession (Fortune Teller) when I level up!) But I shall do my best." In regards to observers, she will defer to Rex, as it is his personal information that she might be sharing. "It is not uncommon to have observers to readings. I have no problem with it, as long as none of the observers interrupt the reading. It will only involve Rex and I. Good?"
She looks around to make sure everyone is on board before taking a nervous breath and begins to gingerly shuffle the worn cards. "Forgive me if I over-explain, I'm not sure how much of your history with the harrow you've retained. I think the best spread for your situation will be the cross - it is used to divine an individual’s past and future. The cards are occasionally meant literally, but most of the time not." After a moment, she spreads the cards out and instructs Rex to hover his hand over each of the cards until he feels an energy pushing or pulling on his hand, then pull a single card out. The card he pulls out is The Wanderer. As she continues to talk, her Varisian accent gets noticably thicker. "This card shall represent you in the reading. The Wanderer is the neutral good card of intelligence. This centaur is a collector, and appreciates that which others regard as junk or trash. The Wanderer appears to those clever enough to find the true worth in something others ignore or treat as worthless." She takes the card back and carefully lays it in the center of the table.
After a moment more of shuffling, she has him cut the deck, and draws the top card, placing it face up to the left of his Signifier card, The Wanderer. "The first card represents your beginnings, where you came from. The Unicorn is the chaotic good card of charisma. It is a partial match to your Signifier, which means it is one of the more important cards in the reading. The Unicorn is a card that generously offers that which the subject seeks, just as the charger in the picture offers up its fruit. This could mean you had a wealthy family, or patron, in your forgotten life."
She draws another card, placing it underneath the Signifier. "This card, The Courtesan, is the chaotic neutral card of charisma. The location represents an event that has impacted or changed you. The Courtesan is the card of political intrigue - her mask embodies the social niceties that must be followed. If it slips, negotiations can take an unexpected turn. The card can also indicate a woman of power who shapes events. How she is treated decides the outcome of the situation. This could be signifying the event that caused you to lose your memory - perhaps you offended the wrong person through lack of social graces."
And another to the right. "The Peacock is the neutral card of dexterity. It is also a partial match. It's location represents a talent that you possess. The Peacock is a creature of astonishing beauty, but it is a beauty that can only be retained if frozen like a cockatrice’s statues. Smarter people accept the passage of time and dance out of The Peacock’s way. Its appearance always signifies a sudden personal shift in attitude or societal change. Your ability to adapt is one of your major strengths, and will come in handy not only in creating your new life, but also when or if you get your old memories back - that will likely also require adaptation."
One more card is laid at the top of the cross to complete it. "This location represents where you are going —either your own goal or one chosen by fate. The Inquisitor is the lawful neutral card of intelligence. This card accepts nothing save the truth. He represents immutable reality, that which cannot be fooled or swayed in any way. To attempt to go against this unchangeable object, person, or idea is to court disaster. This signifies that you WILL find the truth of your past that you seek. Even if it is not what you expected, it is important for you to accept the truth."
She inspects the spread with squinted eyes for a moment, then closes her eyes and hovers her hand over each card in turn, ending on the signifier. "Your parents were likely nobles, courtiers, or politicians. When the event that took your memory happened, you were avoiding a family or social obligation..." Her eyes snap open and she gives you a piercing look. "Also... your ideas have the power to change the world. I don't know of what ideas the cards speak of, but perhaps that is why your memory was erased in the first place."
With that she sighs and seems to crumple a little as though she is tired. "That is all the cards tell me. I hope it is enough." And she smiles at Rex. "I hope you find your past and family, eventually. Family is important." Her eyes glaze over a bit, as though she is focused inward on her own thoughts. Then she shakes it off, starts collecting the cards and asks the observers if her reading stood up to their expectations.

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1. That is an amazing writeup, and such a perfect situation in which to do it! 2. How much of that is based off of IRL readings, and how much of that is codified in the Golarion world? I created a PF2 character (sadly, unplayed so far) who has the Fortune Teller background, and I feel like it'd be cool/important for him to know/do/have done. He's a spirit barbarian right now, but I'm probably going to make him some kind of oracle when the APG comes out. The concept is that he was a scam fortune teller, bilking people of money, but then accidentally summoned a real spirit (or accidentally learned his own fate) and is driven by the spirits to undo all the harm he's done.

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That was fantastic! I am linking to that post in Rex's profile.
As Valentina gathers the cards, Rex places his hand on hers, interrupting her. "Thank you, my friend. You have given me hope. And I am reminded that I have found a family here in the Pathfinder Society."

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Aw, thank you! I'm not sure what you mean by what is based on IRL readings? I have never actually done one in person, it takes too long for me to creatively format the meanings of the cards. I have a physical copy of the deck, so that is what I pulled from and took pictures of. I got the alternative spread from the Harrow Handbook, which describes the significance of each location. I was actually planning on doing a regular 3x3 Tapestry reading, but the cards were harder to interpret into a coherent story that way, so I changed to the Cross spread. The descriptions of each card are taken verbatim from the little book that comes with the Harrow cards (you can also find it online), but the last sentence of each is my own interpretation. The last part I used the character background generator from the Harrow Handbook, which is based on the same spread. :) Also I found the google spreadsheet found at this link to be very useful!

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Shamus grips Rex's shoulders and stares into his eyes sincerly.
Rex, my lad. I will do anything I can to help you discover your past. Shamus says with a gentle smile.

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the character background generator from the Harrow Handbook, which is based on the same spread. :) Also I found the google spreadsheet found at this link to be very useful!
Nice!