
GM TOP |

After a period of R & R, each pathfinder receives a missive to report to the Grand Lodge in Absalom for a mission of high importance. Kenta regretfully declines, saying that his divine skills are needed in Lastwall right now. "They are just so understaffed, when I can spare a moment, I'll catch up with you all."
He wishes you all well, hoping to be free for your next mission.
Go ahead and narrate your travels and/or arrival to the Grand Lodge in Absalom.

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Ikari tarries in Varisia after the Cyphermage mission. The path that the Goddess lays out for him takes him wandering along caravan trails, seeking other kitsune.
Sometimes Ikari found a kitsune caravan, and would travel with them a short while sharing stories of Daikitsu and offering parables stressing the industrious aspect of the agriculture goddess. Sometimes, the 'hosts' were inveterate vagabonds and Ikari merely listened in order to try to understand, the better to seek to convert such scoundrels later.
Eventually though, the call of his own Family pulled Ikari back to the Grand Lodge at the City at the Centre of the World. For if they were not there already, the Pathfinder Society would know where they had been sent, and Ikari would join them.

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The boat ride to Absalom was a welcome change of pace. Just what the healer ordered. Onna spent hours relaxing, but also processing the events of the last mission. Early on, she stays near Hiiragi. If asked by others, she waves them off, mentioning something about soreness while recovering from her injuries. However, Onna truly struggles with what happened, but only opens up about her struggle with the priestess.
Soon enough though, Onna recovers from the mental anguish and trauma of dying. Near the end of the voyage, the bard shows the confidence and self-assuredness she had before their last mission together.
She still spends time with Hiiragi, but now as more of a partner than a crutch. Social creature that she is, Onna takes pains to engage the team (and crew). She makes it clear that they are all part of her family, and she loves them each dearly.
She tries to be very discrete with her blossoming relationship. Not to hide it from the others, but so as not to thrust it before them and perhaps make them uncomfortable. Still, there are many moonlit walks on deck, away from prying eyes and ears.

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Since Onna's revival, Itami has been in Absalom. He visits the Grand Lodge frequently, spending his days in their vast libraries and speaking with what experts he can convince to lend their ear. Those who care to ask, learn that he's been looking into Nagas, the Darklands, and the Uskwood.
On a moonlight night, he was seen stalking the streets. He was sighted leaving what some believe to be an information broker's establishment.
The day he received his summons to the Grand Lodge, he spent the rest of his time locked in his room.

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Hiiragi has been distracted.
She still has duties to attend to, after all; Daikitsun shrines tend to be small and simple-- especially here in Avistan-- but even so, her visit to the local one leaves the local discipline wanting. More than once she is found, frozen in place, a broom in her hand and a vacant, flustered look on her face, giggling into her knuckles.
In equal measure, she is seen with a worried expression, and any attempt to pry is waved off.
Her time with Onna, however, has her focused and joyful. The bard's increasing vigor has brought a relief to her, and though they are trying not to be too flagrant with their relationship, it is hard to deny that Hiiragi follows her around like a kit whenever she doesn't have an obligation.
Perhaps most curiously, however, is that Hiiragi now wears a white chrysanthemum braided into her hair.

GM TOP |

You all are welcome to continue your excellent RP as we shift gears into the briefing.
Venture-Captain Ambrus Valsin paces in front of a small table in this meeting room in the Grand Lodge. In front of him on the table is a packet of parchments.
“Pathfinders, a rather concerning development has come to light. I have received a summons requesting Pathfinder presence at a meeting of the Shoanti quahs. The impetus for this request is troubling, to say the least.
“About one year ago, a Pathfinder named Lumketul Simset returned to the Grand Lodge with notes on a rather exciting discovery: a Thassilonian ruin, tucked in a remote area in the Iron Peaks in Varisia. He also returned with several artifacts, which we took in for further study. Lumketul’s notes were the basis of a tale published in the Pathfinder Chronicles shortly thereafter, which has become rather popular among those endeavoring to uncover new Thassilonian discoveries.
“However, I recently received a message from Cousin to All, an ally from the Shriikirri-Quah. Shadde-Quah traders came across a copy of the Pathfinder Chronicles. Upon reading Lumketul’s entry, they realized that he was speaking not of a Thassilonian ruin, but of a sacred Shoanti burial site known as the Muschkal Sepulcher. Shadde-Quah leadership contacted the Skoan-Quah, which sent out their boneslayers to confirm the reports. Turns out—unfortunately for all parties—Lumketul did in fact damage and plunder the sepulcher.”
Ambrus rubs his temples with one hand, then continues. “Our relations with the quahs have already been somewhat strained, although friendlier than their other connections with outsiders. Fortunately for us, we have some history of goodwill with the Shoanti, so Cousin to All was able to convince the other quahs to send representatives to hear our side of the story. Unfortunately for us, our side of the story is still bad. Lumketul showed no regard or respect in his blind pursuit of discovery, and frankly, the Society doesn’t have much grounds to deserve forgiveness. The Muschkal Sepulcher is an important location for all the quahs, and Lumketul’s disregard has cast the Society as a whole in a bad light. We’ve tried contacting Lumketul, but he has cut contact with the Society, and no one in the Society has heard from him in over a year. This is where you come in. I would like for all of you to travel to the meeting of the councilmembers and represent the Society. I believe excuses will not be received well; rather, please petition the council with utmost earnestness and sincerity.”
Ambrus pushes the packet of parchments across the table. “I’ve had Lumketul’s notes on his expedition dug up in the hopes they’d be of some use. I’ve also included a copy of his Chronicle publication, although his embellishments and obfuscation of truth may have rendered it useless; nevertheless, maybe you’ll glean some helpful information from it.” Ambrus then reaches down beside him and pulls up a large satchel and an egg-shaped rock that emits a warm, red glow. “The bag contains the items Lumketul plundered from the burial site. At the very least, we must return the items to the Shoanti, and I request you try to convince the council to allow you to restore the sepulcher to its proper state. As for the stone, if you touch it to a broken object, it will gradually repair it. It won’t last forever, but it should have enough magic left in it for this mission.” The venture-captain pauses for emphasis. “It’s important to the Society to develop further relations with the quahs, so this could be an opportunity to show that we can be trusted.”
Diplomacy to Gather Information OR Knowledge Local is allowed to gather some more intel before departing. You are also welcome to ask the V.C. questions.

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Seated at the table, Itami's steepled hands press against his forehead as he listens. This is bad. Whether through ignorance or deceit, Lumketul robbed what seems to amount to a community grave site. Leave it to the 'civilized' peoples of Golarion to not know how to behave in another's holy site.
"Will the Council be expecting us? Is Cousin to All going to meet us there?" he asks the Venture Captain. "As you've clearly ascertained, this is a bad situation to be in, let alone walk into like we will be doing. It is a shame Kenta is not here to join us, but I think we have quite the group here to soothe wounds." The pain we've shared alone gives us a glimpse into what the Quah's must be feeling at this moment.
"Who else knows that we will be on such a mission? Do we have reason to believe that we may be intercepted by a third party?" he continues.
________
Diplomacy (Gather Information): 1d20 + 13 ⇒ (12) + 13 = 25

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At the meeting, Hiiragi sits beside Onna, and largely keeps her mouth obscured behind her fingers. The eagle-eyed among them will notice that Hiiragi has not bothered with her lip paint, although the rest remains intact.
In fact, this is the first time most of you have seen her bare lips now that I think about it.
As Ambrus brings out the materials that were, effectively, looted from the sacred site, Hiiragi breathes a sigh of relief.
"I was worried for a minute there that you were going to tell us that we did not have them," she said. "Forgiveness of any kind would have been much harder if we claimed, truthfully or not, that they were no longer in our possession."
Then: "We should be careful not to carry the stone in a torn backpack."
She ponders. "I am not a stranger to repairing and maintaining such places," she says as she retrieves the parchment and begins reading. "...Although it will take a lot of restraint to avoid giving it Daikitsun touches," she admits.
"By the way," she says, looking up from the page, "what sort of weather are we expecting?"

GM TOP |

He replies to Itami's first question, "I'd expect Cousin to All will meet you upon your arrival, though you may just have to go straight in to speak with the council. Many of the councilmembers will be suspicious of your intentions, but Cousin to All did convince the rest of the quahs to at least entertain this meeting, so I believe they’ll approach this meeting with somewhat open minds. I believe that your best bet is to approach them with honesty and respect, owning our mistake and presenting a clear solution to the problem. However, don’t try to play the relics off as a bargaining chip; we are obligated to return the items, not simply doing so as a nicety."
He adds on a bit about your method of travel, "I don't think weather will be much of an issue, have hired Jia, a local wizard, to teleport you to the Storval Stairs, whenever you are ready to depart. He’ll wait for you to complete your mission so you can return back."
The backpack appears to be in very very excellent condition.
Further information about the stone would require spellcraft with detect magic. The VC only knows what he told you about it.

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Ikari sits quietly observing his family, happy to be amongst them again. Until Valsin describes the desecration carried out by Lumketul, which causes Ikari to let out an involuntary low growl.
"A thief! Lumketul is a thief, and nothing more. Not even a good thief! No wonder he has gone to ground. He should be dragged before the quahs for what he has done! Have we no information as to his whereabouts?"
gather information: 1d20 + 6 ⇒ (2) + 6 = 8

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"Teleportation? It is comforting to see the Society take this so seriously. Our course is set. I've a few preparations to make, but will be ready shortly," Itami explains. Rising from his seat, he winces just a little when he puts his weight on the same leg he was nursing during Onna's resurrection ceremony. Preparation and power is the only way we can prevent another death in the family.
________
I suspect it was weaved into the VC's response, but just to verify: Were the results of Itami's prior gather information provided?

GM TOP |

Nope, totally missed that. Don't ever feel weird tossing out reminders on stuff you think might have been missed.
Itami knows just where to find some information on the Shoanti. An Absalom bar that caters to refugees or travelers from that part of the world. He even has a genuine acquaintance named "Drinks till Dead" who frequents the establishment. And as luck would have it, he's actually there when you all stop by!
Drinks till Dead shares what he is willing about his culture. "My people (the Shoanti) are spread throughout the Storval Plateau in northern Varisia, where they eke out a living in harsh, inhospitable conditions. They formerly inhabited much of southern Varisia, until they were forced northward into the Storval Plateau after bloody conflicts with Chelaxian colonists." He spits onto the floor at the mere mention of Cheliax and a rousing chorus echoes through the bar, "Yah, F*** those guys!"
Continuing along, "This violent history has led to many Shoanti being mistrustful of outsiders." He pauses for a bit, whetting his whistle and then leans in conspiratorily, "but despite seeming xenophobic, Shoanti are not completely closed off. Many outsiders have been known to join their ranks, but only after a history of demonstrating loyalty to their clan and dedication to its principles."
This miiiight be an excellent location to introduce the fifth member of your group, just saying.
Itami hit the highest DC for gather information so nothing else can be learned from that check. Also, while I didn't open it up until just now, the 'packet' of information provided by the V.C. is now available to peruse on slides pages 4 and 5. A map of the geographical location you are heading is also now on page 3.

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Hiiragi's form shifts to that of a particular knife-tossing lass they know as she scouts the bar for her identical twin.
We don't have to worry about the weather, but the conditions are "inhospitable"? Interesting. I wonder if that means bugs, or bad soil?

GM TOP |

Earlier
Ikari sits quietly observing his family, happy to be amongst them again. Until Valsin describes the desecration carried out by Lumketul, which causes Ikari to let out an involuntary low growl.
"A thief! Lumketul is a thief, and nothing more. Not even a good thief! No wonder he has gone to ground. He should be dragged before the quahs for what he has done! Have we no information as to his whereabouts?"
An angry shadow crosses the V.C.'s face, "If you mean why we don’t know where he went a year ago, well, sometimes, agents decide to leave the Pathfinder Society for a variety of reasons. They may tire of the work, they might decide to lay down roots, or they might have family matters to attend to. The Society doesn’t go nosing around and interfering in the lives of agents who make that choice—though later we may make an exception in Lumketul’s case, given these developments. If you mean why we don’t know where he is now, we tried using divination magic to track him down. All we learned is that he’s on a boat somewhere, sailing on the open sea."

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Toshiko awakens in the tavern. No amount of liquor seems to erase the memory to Onna's death.

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As Toshiko blinks herself awake, she hears a familiar voice.
”...my twin sister? Looks just like this, but less attractive?”
Her exact double is waving her hand around her face, asking a bar patron that is pointing right at Toshiko.
The twin she never knew she had is walking right at her, a grin on her face.

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With a groan Toshi sits up blinks once or twice to clear her bleary eyes and stands. She grins to Onna and stumbles toward her, stopping only to grab a shot from a table and toss it back.

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While Toshiko prepares herself for the outside world, Itami finishes perusing the Chronicle. "It is no wonder the Shoanti are furious. Lumketul trashed the place, which is unacceptable in its own right," he remarks with disgust. It is a wonder the fool wasn't killed by chance!
"Drinks till Dead, what are some of the principles your people value?" he follows up.
________
After this, Itami is ready to get teleported!

GM TOP |

Ugh, internet died here and then had to restart comp after I had a long post up... lost it all cause I forgot I only had it saved on the clipboard. So, no fluff just the reply.
Drinks shrugs, "Depends on what clan. They all value different stuff. You going up there or something?"

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Toshiko is still trying to get her head in order as she joins you all in the briefing.
What do we go to do now? I found these potions that protect me from evil. Lets hope they keep minotaur specters as bay too.

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”We’re off to return some grave-robbed goods and apologize,” says Toshiko’s twin sister. ”I figured if any of them are like their local representative, you’ll put us on equal speaking terms!” She nods toward Drinks Til Dead, with a sly grin.

GM TOP |

Drinks' eyes go a bit wide and he waves off Hiiragi, "Oh no, I was banished a while ago from my tribe. I'm no representative."
____________________________
Without much else to learn, the group of (now five) foxes returns to the Venture Captain, ready to be teleported.
Venture Captain Ambros Valsin pulls the group aside, "Listen, I'm really surprised an experience group like yours didn't ask about any of the council members before you go. You'll need to play to their strengths to get enough to side with you. Here's what we have uncovered about the leaders of the clans."
A very basic summary is available on slide #5. You are welcome to use that slide to make notes about each council member if you learn some valuable information.
PAYAH AGAINST THE WIND, Tamiir-Quah (Wind Clan), Leader of lightning raids
-Payah Against the Wind is a warlike lightning-raid leader, defending her quah’s lands. She has earned respect through her combat prowess and strong leadership in battle.
-“Against the Wind is renowned for her might. No doubt she is intimidating, but don’t let that deter you from trying to convince her of your intentions. She values strength, so show that strength in your conviction.”
COUSIN TO ALL, Shriikirri-Quah (Hawk Clan), Emissary to Nirmathas
-Cousin to All is an emissary of the quahs to Nirmathas.
-“Cousin to All is beloved by many Shoanti—a respect hard earned, with her being a former outsider. She is also well respected in Nirmathas, where she often visits on diplomatic missions. She’s a valuable ally, and her presence is sure to keep heads level and discussions civil.”
KEMCHET FLAME STOKER, Sklar-Quah (Sun Clan), Jothka of a prominent tribe
-Kemchet Flame Stoker is the jothka (war-chief) of a prominent Sklar-Quah tribe and one of the foremost in Sklar- Quah leadership.
-“Flame Stoker definitely has a reputation as a tough leader, equal emphasis on ‘tough’ and ‘leader.’ As he is strong willed and protective of his people, I seriously doubt you’ll be able to convince him that your intentions are true.”
LAKE AT DAWN, Shundar-Quah (Spire Clan), Peace broker between tribes
-Lake at Dawn is a priest of ancestor worship who believes the ancestors can provide the answers to problems in the present. His demeanor and wisdom have lent themselves well to his role as a peacekeeper among the Shoanti.
-“Many say Lake at Dawn is one of the foremost reasons the Shoanti haven’t broken out in civil war. While that’s certainly hyperbole, there is no doubt as to his ability to broker peace between the quahs. Although he is protective of his people, I think you will be able to convince him that your actions will be for his people’s good.”
MEMORY TENDER, Skoan-Quah (Wind Clan), Shoanti historian and scholar
-Memory Tender is part of a noble lineage of oral historians who pass down tales of Shoanti heroes and accounts of Shoanti historical events. She formerly served as a boneslayer.
-“The Skoan-Quah is known for their amazing recall of history, and Memory Tender is known for being one of the best, preserving Shoanti history through tales passed down through the generations.”
ROLLICKS IN WAVES, Shadde-Quah (Axe Clan), Master fisher
-Rollicks in Waves is a prodigious fisher who has recently earned a position as a representative for his clan.
-“I’ve heard rumor that Rollicks in Waves is the greatest fishing prodigy the Shoanti have ever seen, not that you’d guess that from being around him. He tends to be loud and brash, from my experience, but kind. He’s friendlier to non-Shoanti than most, so his quah tends to have him deal with outsiders when necessary.”
TOGIMAL IN SHADOW, Lyrune-Quah (Moon Clan), Expert hunter who is often consulted for difficult decisions
-Togimal in Shadow is a huntmaster and widely regarded as a wise decision-maker in uncertain situations.
-“I don’t know much about Togimal in Shadow other than what rumor holds. Skilled hunter, vigilant tracker. I’m not sure what their attitude will be heading into this meeting, but I know the Lyrune-Quah wouldn’t send In Shadow if there was any doubt regarding their wisdom and judgment.”

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Ikari stifles a growl at the open criticism from Valsin. "It is most fortunate that we have an experienced Venture Captain who does not send agents to complete a sensitive mission without providing them with a full briefing.
Rollicks In Waves sounds industrious. I like that."
"Now, since we are advised that honesty is the best policy with the Shoanti, I suggest we forgo the human disguises."
So saying, Ikari adopts his natural kitsune shape.

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Hiiragi demurs at Valsin’s criticism and turns her head away; she is hiding a blush that is hard to spot beneath her face paint.
”My apologies, Captain. My mind has been... elsewhere, lately.”
She tries not to glance at Onna.
She fails.

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"Okay. When is someone going to tell me what happened whilst I was away wandering in Varisia?"
Ikari has noticed sensei's different behaviour.

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Truth be told, Hiiragi had... forgotten. When Onna died, she had moved like a woman possessed, and her mind ran on a single track. The idea of contacting Ikari to inform him had fallen completely by the wayside; surely, had the resurrection failed, she would have been expected to reach out to him for her funeral.
But of course, everything had gone right. And then some. And Hiiragi’s attention had been split ever since.
She was just glad that Ikari was not nearly as hapless as she was.
”We... there was a demon,” she says quietly.

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Just as Onna is about to give Valsin a stern lecture, she stiffens at Ikari's question. Hairs stand on end as she once again recalls the events of the last mission. "I..uh...well, there were some unexpected developments. Not all bad, but certainly ah...life changing...on many levels." She considers her words. "Well, as a priest, you may find it interesting that I met Shelyn. She's beautiful by the way. Gorgeous hair. Anyway, she held my hand, whispered in my ear and told me I had much to accomplish." Onna then slides her arm around Hiiragi's hip, "And I have started seeing someone who's really great. I think you'll approve. So that's a good thing." A nervous hand pulls a few blond locks behind her ear, "During the mission, some of the team were hurt. Nothing too bad. It was touch and go with Kenta for a bit." Her eyes have now come to rest on a very interesting tile on the floor. "I did my best to make certain everyone got out alright. But, I uh...I made a mistake." Her gaze comes back up to Ikari's, "See, the demon...and I just...froze. And then..uh...and then ...uh I ...died."
It was the first time Onna had spoken the words aloud, or shared the details with someone who had not been on the mission. "So yeah...that's that." She looks at the ceiling, eyes reddening and tears threatening to fall. "So it's kinda my fault that's Kenta's not here. I failed to keep him on his feet, and then the demon...well, did what it did. I think Kenta went off to seek some kind of redemption or atonement for something that wasn't even his fault." Tears now begin to steam down her cheeks. "Aw dammit! This is not what I need right now." The bard wipes some of the fallen drops away with her sleeve. "I just don't want him running off to go get himself hurt because I couldn't do my job. He's got a heart of gold, but he's not one to think things out. If anything happens to him..."
She takes a moment to settle herself before being able to look the others in the face. "So, yeah, I think that about covers it."
Oddly enough for one who died, Onna is plagued by akin to Survivor's Guilt.

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Hiiragi beams with shy pride as Onna tugs her close, and can't help but hide her face behind her sleeve once more.
Her face turns to concern, however, as Onna speaks more specifically on the events that happened; as the bard's lip begins to quiver, Hiiragi instinctively draws her close.
"It's not your fault. If you weren't there, things would have gone so much worse," she reassures. "As soon as this mission is over, we will see Kenta and make sure that he's okay."
On a less-related note, she's still mentally debating Ikari's suggestion to avoid the human guises. It may be just as well to simply announce themselves as such early on.
Especially for Itami.

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"A demon?" Ikari's face shows his concern. What did it do? Did it change you, Sensei?
He listens to Onna. Life changing. What did that demon do? I'll hunt it down and destroy it! "You met Shelyn? The goddess?" The demon addled Onna's brains then. Then Ikari sees Onna hold onto Hiiragi, as a lover. Now it is Ikari's turn to blush; whilst his fur hides it from human eyes, his expression is obvious to the other fox-folk.
"Onna, Sensei: I am happy for you." Ikari lowers his head; a slight bow out of respect, but also conveniently hiding his face as he tries to compose himself. How did I not see this before? Did the demon have some part in this? Wait, what was that Onna said about Kenta? Where is he? Is he ok?
'...I died' says Onna.
"You.. you died?! But..." That explains it. Onna was killed - by the demon Sensei mentioned I expect. And that would be how my two Sisters found each other.
"But you live now, by Daikitsu! And Kenta lives too." Ikari rises from his seat and goes to Hiiragi and Onna, tears on his cheeks. "Let this be an occasion of joy! My family has become closer. Neither demons nor death can defeat our bonds of love."
Ikari offers the two women the embrace of a brother.

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Hiiragi raises the more free of her arms and accepts Ikari into the huddle.
"Ambrus is learning quite a bit about us," giggles the miko.
A thought crosses Hiiragi's mind; her eyes bug, and with her arms free, she has to rely on tilting her head in such a way that her hair covers her face to hide her blushing.
I will need to... discuss this with Ikari later. When I've collected myself. Oh Daikitsu, I should not rush to these thoughts so quickly! I do not even know if...
...Anyway, it's too early to think of such things.
"L-let's continue, please," she whispers.
"I had a friend who styled himself as a cousin to all. He sold fantastic paintings. I do wonder what ever became of him; last I heard, he had purchased a boat at a steep discount..."
"It sounds as though we cannot afford to lose Lake at Dawn's trust, and have much to gain if we are able to attain Kemchet Flame Stoker's," she points out.

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Of course, Venture-Captain, it is our fault you withheld information from us. How dare we imagine our leaders to act in good faith. At least we know now, that is what is important. Itami smiles and thanks Ambrus for his information, writing it down for later reference.
"I'm not quite ready to traipse around the country in my true form, but if it comes to a question of our physical being, I certainly won't deny it," he admits. One day I'll be powerful enough to stand in the light again, but not yet. Even with my family, any serious assassin won't have much trouble picking us apart.
"I agree honesty is going to be our best strategy here. Honesty, compassion, and empathy. We need to remember that these people have been wronged. I can't speak to how much time we will have to speak with them, but I agree with Hiiragi that once we've set the more trusting members at ease, it would go a long way to win over some one like Kemchet," he suggests.
While Ikari is filled in, Itami is silent and absentmindedly touches his thigh. Abandon your tears, through this pain we better know life and each other.

GM TOP |

Venture Captain Ambrose Valsin's tone quickly changes, "Oh, that was you all? I uh... heard about that. A really bad draw, we had no clue about the level of demon affiliation. We calculated that Thurl had sold out some info about the city defenses for a big sum and then split. The fact that he had a deep deal with some of the old ones never even crossed our minds. So listen, if you all need more time before jumping back into missions? That's not even a question. You can stay at the lodge and talk to any of our priests for as long as you need. We can find someone else to quell this issue."
Assuming you all continue with the mission.
He turns to the seething Itami and openly accusatory Ikari, "Listen, every single mission I send people on I NEED to know that my pathfinders are paying attention to the briefing. There is vital information in there. How many beings have you been on missions with that half-way through they didn't even know what you all were doing? So it's a simple tactic most V.C.'s use. We leave out some of the nitty-gritty details in the up front briefing and then allow you all to ask a few question or share what you might know already. It simply gets everyone involved and invested. Now, I wasn't going to let you leave without giving the details about the clan leaders. That's why I brought it up now. Maybe I was a bit snide about it, my bad and I apologize. I'll work on being less an ass."
He exhales, "Now you may disagree with my methods, that's fine. But don't you dare assume malice. I don't want a single one of you dead or injured. If you seriously think we aren't here watching out for you from every aspect we can control, then I very strongly suggest you cash out and leave our organization."

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Ok, lets get this mission started. It sounds a little less dangerous than our previous mission so here's hoping. She takes a swig from her hip flask.

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Ikari glowers, still bristling. Yes, be less of an ass, please.
"I am ready to depart."

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Wasn't there a whole lodge devoted to transparency of information in the Pathfinder leadership? At least we learned before we left, they must have gotten the message across before they were dissolved. "Ok," Itami says. "Which way to our Wizard?"

GM TOP |

The Venture Captain leads you down to the hall to an empty room with a very unique statue of Aroden smashing a melon with a hammer. A wiry human with large round glasses and an odd scar on his forehead is waiting inside. The venture captain waves his direction, "Mr. Jia will see you to your destination and back when the mission is complete."
The gent introduces himself and claps his hands together, "Right you are, we'll get this travel over in a snap. Any of you teleport before?"
He points to the center of the room, "Huddle in, I need to touch all of you." As the group does so, he grasps on to everyone and speaks a couple words that sound like gibberish. Before you know it everyone seems to be yanked off their feet, suddenly weightless for a second then dragged really hard down a bright tunnel. Ahead appears a brownish smudge that you all slam into and then with a *schlooping* sound, everyone is standing together on a dusty plateau.
Two young Shoanti are waiting just outside a cavern entrance. They wave you forward, "Follow."
The path leading into the earth beneath the Storval Stairs opens into an expansive cavern, chatter echoing off the striated rock walls. Smaller passages branch from the main chamber, winding deeper underground. The space is filled with people grouped in small clusters engaged in quiet discussion. Waiting near the entrance to the cavern are two Shoanti. One of them, a half-elf with a prominent facial tattoo resembling a styled hawk, approaches. “Be welcome, my cousins. I am Cousin to All. Good to see you well. It seems the others are open to hearing your case, considering that they showed up, so I believe it’s possible for a good outcome today.”
The other Shoanti, a shorter human man, approaches the group. “I am Rollicks in Waves of the Shadde-Quah. Many thanks to the Society for their past help.”
Short pause here for any reactions, then we'll continue to the council meeting.

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Hiiragi offers the man a smile; it is her first time being teleported, but she’s intent not to make a big deal of it.
Until it happens, anyway.
She stumbles as they “land,” and a hand covers her mouth instinctively. It’s not as sickening as she expected it to be... but she still feels a bit off from the demon slugs, when tested.
For this meeting, she wears the skin that is most comfortable: a human guise with thick Kitsune makeup, aside from the aforementioned bare lips and a tracing of her nine-tailed birthmark. Covering it in her base human form has never been a priority for her, after all.
Otherwise, she keeps her weapons and armor in her pack, dressed simply in the way of a shrine maiden rather than a warrior: a peaceful envoy, not a mercenary.
She smiles and introduces herself to Cousin to All and Rollicks in Waves. ”The Pathfinder Society values our friendship,” she states, ”and regrets what has happened. We are here to make amends.”
She offers a respectful bow.
”In the interest of honesty, we would not keep from you that we are all kitsune, although several of us are more comfortable in human forms.”

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"Good day to you, friends. I am called Ikari." Ikari bows to the two Shoanti.
"I hear that you are a master fisherman, Rollicks in Waves. Our Goddess blesses the labours of the industrious."

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*****As they arrive*****
"Wow! What a rush." She turns toward Hiiargi, "Wasn't that a-. Uh oh. You feeling alright?" Seeing the look on the shield-maiden's face, Onna steels herself to hold back the hair of a certain priestess.
*****As they meet*****
Onna greets the emissary warmly. "Cousin to All. I am Sionnach Brummagem, but please call me Onna. On behalf of The Pathfinder Society, thank you for allowing us this opportunity. We were surprised and sorrowed to find out some of the details of what happened. I truly hope there will be some way to make amends."
Diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26

GM TOP |

Cousin to All's eyes go wide at the perfectly smooth words from Onna, "Oh wow yeah, I think you all will do fine. Just remember, it isn't all about flowery words. Sometimes you just need to find the right topic. And in case you are worried about my vote, don't be."
Rollicks in Waves pipes up, "I see this situation as the actions of a rogue agent. I’ve seen what good the Society can do, so this seems like one individual’s mistake to me. You’ve got a ‘yes’ vote from me too. With mine and Cousin to All’s votes, you’ll need to convince two of the others to vote for you as well—majority wins."
Cousin to All nods. “I think it would be best to get as many of the other councilors on board as possible. Having the quahs unified is in the best interest of not only each individual clan, but to the Shoanti as a whole. Opening them up to further alliances with the Society would benefit both sides, and hopefully lead to the other Shoanti becoming more receptive to interacting with the outside world, which I believe would be a massive boon for our people. The meeting begins immediately.”
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Each councilor arrived with a contingent of their clanmates, who they are conferencing with prior to the meeting. Cousin to All summons the councilors to take their places, her shouts echoing through the rock chamber.
At Cousin to All’s summons, the councilmembers walk up a sloping stone ramp to a rise featuring a row of wooden benches. Cousin to All and Rollicks in Waves take their seats toward the left side of the platform. A councilor with a rune pattern on her face formed with tattoo and scar takes a wide-stance seat, idly spinning a greatsword. A slight figure with hood drawn sits cross-legged and hunched, eyes downward. Another councilor sits forward on her bench, a vulture perched next to her. A long-haired man clad in a robe takes his place, waiting attentively. The last councilor stands near his bench, arms crossed and with a cold glare, auroch hood around his shoulders.
Cousin to All begins. "Thank you, all, for honoring my request and being here today. I understand that this is a situation of the utmost sensitivity, so I appreciate everyone’s continued civility as we discuss this matter."
“As you all know, a Pathfinder Society agent has desecrated the Muschkal Sepulcher—a severe offense. However, the Society would like to right their wrongs. They have sent these representatives to present their case to you, esteemed representatives, on how they would like to repair our bonds and fix this problem."
The man in the auroch cloak hardens his glare. "What bonds do we have to repair? These tshameks deserve no such opportunity and no forgiveness. This is a Shoanti problem that only the Shoanti can fix, as we always have."
"At least hear them out, Kemchet Flame Stoker," Cousin to All bristles. "I understand your frustrations with this situation— believe me, I have some of my own—but the Pathfinder Society wants to make things right. I feel it only fair to allow them that chance." Flame Stoker scoffs but speaks no further.
The hooded figure looks around the room as everyone speaks. They look almost as if they will speak, but they remain silent, instead studying each person.
The vulture and its owner stare at each Pathfinder in turn before the latter speaks. "The boneslayers reported extensive damage and missing relics from the sepulcher. This site is of the utmost importance to our history, built up over hundreds of years. That legacy can’t be repaired in a day."
The woman with the greatsword sneers. "They certainly don’t look like much. How could we trust their ability to fix things?" She clangs her sword off the rock platform for emphasis. Rollicks in Waves shoots a look at her and retorts, "The Society is more capable than you think, Payah Against the Wind. Do at least give them a chance to prove that."
The long-haired man speaks up. "This has been a most troubling development. I want to hear what these Pathfinders have to say. My only request is that the quahs reach a mutual understanding and maintain a mutual respect on this matter, even if our opinions on the best course of action differ. We must remain unified, even in our disagreements."
"Certainly a worthy goal, Lake at Dawn. I trust everyone to strive toward that," Cousin to All remarks. "So, Pathfinders, please approach and state your case. How are you going to undo your misdeeds? How will you settle the Society’s debt?"

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If possible, Itami would use a scroll of Tongues on himself and (looking at everyone's skills) Onna. 50min duration. Or we can use one now and another later.
Itami brings the satchel forward. "Before our discussion begins," he says in fluent Shoanti, "we must return what was wrongfully taken and offer our humblest apologies for the actions of our former colleague. We," he gestures to the assembled Pathfinders, "know something of loss, yet we can only begin to imagine the anguish each of the Shoanti Quahs have suffered. What we know for certain, is that an apology is not nearly enough." Although I am certain you have a sharper appreciation for life now that you have been through this.
"We intend to settle this debt, at least in part, by visiting the sepulcher and restoring it, as well as we can, to it's former glory. In addition to our individual skills," gesturing to Hiiragi as someone who could elaborate further, "we have brought spells and incantations to mend and restore damages."
Having made his opening remarks, he steps back.
________
Diplomacy: 1d20 + 13 ⇒ (15) + 13 = 28
Don't know if it matters in this situation, but Itami has the Gregarious racial trait. LINK to GM's information about each of the Quah's leaders.

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Ikari steps forwards, having divested himself of his weapons.
"We have been sent to you to make amends, perhaps because we both understand loss and we are no strangers to hard work. May our toil, both physical and mystical, show you the merit of continuing friendship.
The one who did this - the thief who has wronged you - is now a fugitive from the Pathfinder Society. We are making efforts to track him down, but so far all that our scrying has shown is that he is on a boat at sea. We will not give up the chase."
diplomacy, aid Itami: 1d20 + 6 ⇒ (19) + 6 = 25

GM TOP |

Cousin to All accepts the bag and pulls out the items for all to see as Itami and Ikari speak. The council members seem intrigued, well most of them.
Kemchet Flame Stoker scoffs, "Pathetic. They don't know our ways. Look, these two don't even have weapons to defend themselves. They'll be killed just walking to the plundered site." Payah Against the Wind seems to agree with his statement.
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Alright then, well done. You all managed to avoid a -2 penalty on all your checks to influence, so that was good! Also, Itami and Onna will gain a +2 on their checks to influence due to speaking Shoanti.
What is this crazy GM talking about 'influence' and 'checks'? Well, I'll tell you. We are now entering a four phase period of social influencing. You will get a chance during each phase to make ONE check. This check may be either a 'discovery' check or a 'influence' check. The discovery checks provide an opportunity to learn extra ways (skills) to use in the influence phase as well as a 'weakness' and a 'strength' to use while influencing your target. The advantage of learning the extra skills is that using them compared to just using diplomacy or bluff gives a much much easier DC. Multiple Influence successes will be required on each council member, though some require fewer than others. Please include RP of your attempt, it can effect the outcome per the rules of this influence encounter.
TLDR: Pick a Council Member and each 'phase' roll a 'discovery' check (Sense Motive/K: Local) OR roll an 'influence' check (Diplomacy/Bluff/Other Skill Discovered).
Cousin to All waves in the entourage of support staff and platters with various foods and drink are brought into the room, "But all good decisions are made with a full belly. Eat, drink and get to know each other. If the worst we do is make a friend or two, this meeting won't be a complete waste."
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Sadly, Gregarious won't apply here. Also, due to the nature of PbP I'm sure we might get a Discovery roll and result posted after a player attempts an influence check, then realizes they should have used a different skill that better fit. I'm okay with a small bit of retconning of stuff like that in the same phase, so we'll take it on a case by case basis.
____________________________
Everyone begins to mingle, grabbing stuff to eat and drink.
Phase 1 Begins!

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Sense Motive: Kemchet Flame Stoker: 1d20 + 3 ⇒ (16) + 3 = 19
As the food is served, Hiiragi smiles; on this front, at least, she will not offend. She has never been the pickiest eater.
And a quick blessing from Daikitsu never hurt anybody, either. She tries not to make a big show of it; she is not here as a missionary, after all. That would be another affront to the local culture, she is sure.
She bites her tongue, though; few cultures appreciated heavily-armed warriors stomping their way into peace talks. And those who think a kitsune without steel is unarmed are slow to react to the jaws around their throat.
Silk hiding steel.
As she eats, she keeps an eye on Kemchet. He is obviously a warrior, of sorts. Perhaps he needs to feel the rush of adrenaline to forge a bond? Perhaps, underneath the bristly exterior, he is in fact a big softie who would appreciate a fair song?
She rather hopes for the latter. She knows a particularly good songbird.
She tries to hide her blush behind her fingers.
Now is not the time, Hiiragi!
She is so cute.

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Kemchet Flame Stoker is pretty obvious about his intentions, boasting loudly about how useless this meeting is and arguing with everyone that they outta just vote and send the pathfinders path-packing!
There is no hidden soft cuddly teddy bear underneath, he is clearly just here to disrupt the meeting and will be actively working against any attempts the pathfinders make. Engaging him will be a waste of time and resources.
Excellent Discovery. This will save you all further attempts against this council-member.

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Hiiragi informs the others as discreetly as she can.
”Effort on turning Kemchet to our side will be effort wasted. Better to drown out his grump with many voices,” she whispers. In Sylvan, why not.