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Flint's beard and hair are lighter than the rest of his clan, but still a deep brown with streaks of copper. His armor is polished to the point that it can be difficult to look at in the sun. His leather gear is well oiled, and well loved. Across his back for now, a steel shield bearing the symbol of Torag gives a clear indication of Flint's calling. Torag's champions are a proud lot, and Flint is every bit the stereotype.

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Hampton Candlewood, a lanky, bald half-elf with the bronzed skin of an Osiriani, is happy to see Flint again. Ho, there, brother Thunderstriker! he says, raising his right hand with his palm facing Flint in a traditional Osiriani greeting. Haven't seen you since that dive in Iceferry!
The half-elf's genuine smile at seeing his friend again belies the less-than-fond memories he has of the frigid Land of the Linnorm Kings; it took weeks to feel warm again after that quest.

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"Ha! Hampton! Well met my friend. Me Brudder mentioned seeing you on a big mission. Good to see you!"

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A very small red capped mushroom with several black orbs all over the cap slowly shuffles into the room on legs made of vines. Each of the black orbs blinks at you in different intervals as it watches the exchange curiously.
A vine reaches up, releasing a sickening odor of dirt, moss and rot into the air nearby. A small red shard lies imbedded into the leshy's soft mound as it tugs on Flint's sleeve. A shrill voice emits almost like a whistle as the leshy speaks. "Is this the gathering? I am Berry."
Berry slips his vine down to the ground with a plop. He offers a warm smile as the gap between the cap of his mushroom head and the stalk of vines is filled with fangs.

GM Doug H |

Unlike most missions, you were told to gather after sundown in the bailey of the Grand Lodge. You're to then make your way to the Dacilane Academy, an ancient mansion that's located not far away. At the Academy's front gate, you're to meet one J Dacilane.
It's a strange evening. Heavy fog is creeping through streets like an army of ghosts; a harvest moon hangs in the sky and gives everything an eerie yellow glow whenever its face breaks through the scattered clouds. The normally bustling streets of the Foreign Quarter seem strangely quiet.
We'll have the briefing and knowledge checks on Monday morning — just setting a scene and tone here for whatever other RP you want to do before we officially kick things off.

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A blond elven woman with a yellow-beaked magpie on her shoulder comes dashing through the chill fog, her cloak and adventuring clothes pulled tight.
”Oh, Hampton, thank goodness for a familiar face. Pretend we’re talking about something important.” She looks back over her shoulder. ”I think I’ve lost them, but let's keep moving.”
She smiles, drops her hood, and dismisses her illusory disguise, revealing herself to be a bearded mwangi man!
His smile broadens as he waves away any looks of concern.
”Just some upset customers. Seems my latest batch of age-defying creams have stained people’s skin. Oops! I blame too much henna. More of a new opportunity than anything else. I mean, everyone needs a good bronzer, am I right?”
He looks to Flint and Berry as if seeing them for the first time.
"Hello, Fazin Maaravi, and my assistant Papayo."
Papayo squawks, "The refunds, boss!"
"Oh, let's just keep moving," says Farzin smiling.

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A halfing runs up to the group.
"Am I late? I'm always late.... sorry. I really should look into a way to get faster!"
The halfling is out of breath, clearly having run up to the Academy. He's dressed in very non-descript clothes. They're very brown, kind of like dirt, but not dirty; just colored that way.
He looks and sees some old friends and waves. "Hello! It's good to see you again! Have you been well? "

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Well met, Berry, the half-elf says with a smile to the leshy arrival. I am Hampton Candlewood, Pathfinder and special envoy to the Society from the Risen Guard of the Ruby Prince. I am at your service, he concludes, bowing low.
Hampton whirls about at the curious woman's use of his name, but softens almost at once. Fazin! Hampton says in a whisper, quite familiar with the Sorcerer's, shall we say, predilection for changing faces. He looks over Fazin's shoulder and grins. I don't see any sign of an unruly group of over-colored persons, so I'd say you are safe.
Turning, his smile continues as he raises his hand in greeting to the halfling. And Biago! Heh, no, you're not late; or at least no later than our contact for this mission. By rule, one isn't late if they're not the last to arrive, no?

GM Doug H |

We begin!
You pass through the gates of the Grand Lodge and make your way through the foggy streets. It's a little chilly tonight, but the damp is held off by your adventuring clothes and armor.
At the end of a cul-de-sac looms an old mansion; ivy creeps up its crumbling facade and its windows are dark… like the empty eyes of a skull. It's definitely a spooky-looking place!
J Dacilane, a handsome man in his early twenties, stands before the wrought-iron gates and gazes wistfully at the empty building. He occasionally checks the time and fiddles with a key on a red ribbon. He wears a fine frock coat adorned with a golden eagle, to ward off the chill. When he sees you he straightens — his back suddenly straight with the military posture of an Eagle Knight. Art on slide 1
“Welcome, Pathfinders!” J smiles warmly. “I appreciate you taking the time the time to meet me after hours. I will get right to my strange request: I need you to investigate the Academy. There’s a rumor that it's haunted…” he winces as he adds, “… or cursed."
"I don't know if any of you have children of your own, but you should know that this school is important to the Pathfinder Society — and, of course, to myself. Many of your fellow agents are concerned about their families being moved between countries on a regular basis, and this Academy is where their children come to learn and to fill in the gaps in their education. So, you see, this is a Pathfinder issue and I hope you are sufficiently motivated to help the Academy — and the families of your fellow agents."
"The pupils stayed after school today to assemble a list of legends about the Academy for you. Apparently, there are seven secrets of Dacilane Academy! Honestly, most of them sound like urban legends they've picked up from their parents."
"Maybe it sounds silly to investigate these so-called urban legends, but whenever a young person says that they’re in danger, I wholeheartedly believe it should be investigated." There's a powerful conviction in his voice when he says this last bit. "Further, a more formal report from the Society would be a great opportunity for the students to see the results of Pathfinder skills in action. They really do look up to you, after all!"
"These hauntings began long before the supposed curse, so I suspect they’re mostly mundane occurrences. You’ll probably find the foundation of the old mansion settling, old drafts, and the like. If there’s something more to it, try to excise any spirits that stalk the halls."
"In addition to the transcribed legends, Sab, Ayen, and Voxi put together a ghost-hunting kit for your investigation. They insisted I give it to you, and so I will.” J smiles as he hands over a leather bag and a thin folder.
“You’ll have this evening to do as you please. I don’t want to incite more rumors or scare any of our more promising pupils with armored agents in the halls, so I ask you to be cleared out before the first bell at 7 a.m. Oh, and please try to limit any damage to the facilities. Be careful.” He twirls the key on the ribbon and then hands it over as well. "And here's the master key. All the doors are locked inside."
The contents of the Ghost Hunting Kit are on slide 3. The Legends are on slide 2.
★
Hampton Candlewood's Society (T): 1d20 + 5 ⇒ (3) + 5 = 8
Biago's Society (U): 1d20 + 3 ⇒ (19) + 3 = 22
Fearful Berry's Society (U): 1d20 - 1 ⇒ (14) - 1 = 13
Sixth Player's Society if needed: 1d20 ⇒ 10
Hampton Candlewood knows that the Pathfinder Society purchased the mansion that serves as the school campus several decades ago. During the purchase, the sellers stated that the building was not haunted… a standard disclosure in Absalom real estate transactions! In a world where ghosts are real, this makes a lot of sense!
★
J looks up at the creepy moon. "Well, it certainly seems like an excellent night for ghost-hunting. Any questions?"

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"If you are that afraid, why have your young seedlings coming in with the morning sunrise?" The shrill voice of Berry rises curiously as he reaches a vine up to procure the key and list of Legends.
His vine begins to reach for the holy water and ghost charges but quickly shrivels away as he keeps his distance, a small hiss escaping his cap. He moves away to read over the legends.

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Farzin smiles as he greets J.
"Worry not, you have none other than Farzin Maaravi, occult expert, at your services."
He looks over the list of seven mysteries and chuckles.
"Oh, children and their imaginations. The library books sneak around at night. Reminds me of my schools days. Oh, what I wouldn't do to get out of a boring project. Have none of these mysteries been debunked by the instructors? Surely there's a librarian in this school who might have something to do with moving books about. And, let me say, this haunted shack sounds like someone's been using the outhouse."
"Ghosts, boss!" squawks Papayo.
"Yes, yes, I'm sure. They've always gotta go. Hence this one trapped in the bathroom for all eternity. J, for the sake of everyone's curiosity, could you speak a little more about how much the students revere us? There must be examples."

GM Doug H |

J nods at Fearful Berry. "If there's something that would put the "seedlings" in danger, please come to the Dacilane Estate in the Ivy District and let me know right away. My hope, however, is that you can solve this once and for all tonight, and that we can all rest easy." He gives a bemused look when vines shrivel away from the holy water, but says nothing.
★
The teachers have theories too, Farzin — mundane causes, of course. However, I want you coming into this with fresh eyes, to formulate your own theories. So, I won't speak on those further. We can compare notes later on, of course.
How do the students revere Pathfinders? Well, they study some of the Society's more famous exploits, of course! There are many scholarly tomes and lost archaeological wonders the Pathfinders have discovered — not to mention opening trade routes to far-flung places and mutually beneficial cultural exchange. I hear the Postcolonial Garund studies are all the rage right now, even among the younger Chelish students….
I have been told that there are even movable statues in the exercise yard, of several notable Pathfinders. Let me see… there's one Gobo Fushigi, a sly-looking kitsune with armor and weapons from Tian; one Kulik, a towering half-orc in a chain shirt decorated with animal trinkets; one Kalendi, a paladin who wears a mummified hand around his neck; and Castamir the Free, a half-elf sorcerer. There are probably more, but that's all I can think of at the moment. Likely, you know your own notables better than I.
I pulled those names from high-level PFS 1E aliases of people in this group. Maybe you know other famous Pathfinders who might have statues in the yard; you might even see them… if you make it that far!!

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"Mom always said these things could be something more than you think. We should be on guard. But, um, J? If these have been happening for so long, why has it taken so long for someone to be assigned to investigate this?"

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As the Pathfinders question J, a loud clanking starts making itself heard, clearly moving steadily closer toward the entrance of the Academy. Before it can become the source of a new rumor, it resolves itself to a rushing goblin, his small form clad in a wild array of clockwork armor.
"Oh, I see how it is!" he accuses at the moment he arrives. "Just start without Rubeg. I'm sure he'll bring nothing to the mission, just let him go back to washing floors and scrubbing walls. As if any of you know what an honest day's work is! Or could figure out the secrets of the Clockwork Cathedral!"
In addition to his armor -- which gives the illusion that he's bigger than he is, as he seems to be on foot-high boots -- he wears a number of tools of various sorts on his bandoliers, with several hammers of various sizes hanging from his belt and a large shield strapped across his bacl.
He snatches the folder, brows furrowing as he furiously looks at the document and then throws it back at Farzin once he realizes what's in it.
"Words? Words? All the words they spend their time with in the Cathedral, and look where they are? Makes you wonder why, hmm? Didn't take me any words to figure out my armor!"
Once fully caught up on the situation, he calms down slightly, though a small scowl remains on his face.
"Do you have a map of your so-called Academy?" he asks.

GM Doug H |
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"If these have been happening for so long, why has it taken so long for someone to be assigned to investigate this?"
"Well, the school's almost a century old. Such a place is bound to collect a story or two. Further… J’s face contorts into a grimace. There’s a rumor that the school is cursed. I’ve lived through some hard times and rumors get around. When the academy was recently renamed in honor of my family, some people said that the name itself was cursed.”
He sighs. “I would be much obliged if you could clear my family’s otherwise pristine name.”
"Do you have a map of your so-called Academy?" he asks.
J smiles at the late arrival. A tardy Pathfinder? Luckily I'm no headmaster. Just an Eagle Knight; far less intimidating if you ask me. The faculty did not provide a map of the campus, and as a mere benefactor of the Academy I do not know the grounds intimately. You should be able to find your way around easy enough — all the rooms are labeled and it's just a single-story mansion.
I pre-rolled Rubeg's Society above and with an 18 he knows as much as Hampton does.

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Farzin lowers his eyes, and his smile softens.
"Oh, J, so this is personal for you. I completely understand. My family too is cursed, a real curse, from a spiteful hag, and I carry that curse in my blood. Such shame it brought to my parents. But worry not, we will investigate these rumors for you. I am certain they will turn out to be untrue. But, even if they are not, you cannot blame yourself."

GM Doug H |
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J looks smiles sadly, moved by Farzin's words. "You know, ever since Society agents rescued me as a child, I’ve been interested in the work you do. I even completed part of the agent training, though I found my path with the Eagle Knights instead. It's why I donated some of my inheritance to help your Academy. To help others like myself."
He chuckles good-naturedly. "And you know, if it weren’t for the Society rescuing me as a girl, I don’t think I’d be the man I am today!"
"I'm sure your journey with the Society can help you too, Farzin. Thank you for understanding this mission, and what it means to me."

GM Doug H |

On closer inspection, the "Mysterious Amulet" in the ghost-hunting kit looks like a strange item indeed… the likes of which you've never seen. It is shaped like a puddle of ectoplasm and features an insidious-looking black that looks like it's melting.
It has no monetary value or mystical properties. It's made from air-dry clay with a sigil painted on in gloppy ink.

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"Hmm," Rubeg says, eying the amulet. "Typical. This won't work at all. You need much more ingenuity if you want success, yes?
"This looks like a failed shop class project."
He turns to J.
"People don't always see what we really are, do they?"

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"This? Why did you give this to us?" Biago asks pointing to the amulet. "It is QUITE dangerous to give someone an item and telling them when it will help or protect them, but in reality it does nothing. Are you TRYING to kill us?"

GM Doug H |
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J nods at Rubeg. It's true!
He waves hands apologetically. I do not think I ever made promises as to the efficacy of the amulet. The students wanted me to give you everything in their kit, and I promised I would. They insisted and I am a man of my word! How could I do otherwise? What kind of example would that set? However you feel about the students' generosity, I would ask you not to throw it out in the school trashcans or discard it anywhere on site. It would simply break their hearts if they found it later. Just take it with you. They did their best, and they mean well.
J suddenly looks slyly at Biago. Hmmm. Perhaps you can guest-lecture a shop class for the students, Biago. They could do better work. I hear you're an expert crafter and I am happy to endorse you to the Headmaster at the next PTA meeting! Why, the Academy would be thrilled.
Pathhfinder Teacher Association, of course

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Berry holds a vine up and smiles. "I will carry your failed metal." He shimmies the amulet over his top cap and lets it dangle as it drags slightly on the ground, bouncing as his vined legs carry him towards the entrance bobbing up and down with excitement. "We will find out what we can."

GM Doug H |

Biago's Perception (T): 1d20 + 7 ⇒ (11) + 7 = 18
Farzin Maaravi's Perception (T): 1d20 + 6 ⇒ (1) + 6 = 7
Fearful Berry's Perception (T): 1d20 + 7 ⇒ (7) + 7 = 14
Flint's Perception (T): 1d20 + 5 ⇒ (18) + 5 = 23
Hampton Candlewood's Perception (E): 1d20 + 9 ⇒ (16) + 9 = 25
Rubeg's Perception (T): 1d20 + 4 ⇒ (17) + 4 = 21
Now that you've asked all the questions that you care to ask, J takes his leave. He will be at the Dacilane estate in the Ivy District, awaiting your report.
Fearful Berry reaches out with a tendril to unlock the gate; it opens slowly, with an ominous creeeeaaaaaak.
A single-story brick building sits beyond the iron gates. Brick walls and an ornately carved main door give the front entrance a stately appearance. Manicured topiaries and a well-kept lawn provide ample green space that continues between the building and the outer walls to the rear of the estate. There is a shack to your right — likely used by facilities.
Map on Slide 1. I will move the party along when two people agree to a direction. We'll move onto zoomed-in maps when tactical movement if necessary, and I will update the overview map as you progress.
You essentially have 3 options:
1. Go around the building
2. Go to the shed (small building to the right of the entrance from the direction you face)
3. Gp into the main doors of the academy (the double doors)

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Farzin looks at Berry wearing the amulet and nods.
"I always say, it never matters what you wear, only how you wear it."
"Since we are here, shall we investigate this shed before we go any further?""

GM Doug H |

As Fearful Berry approaches, he notices that the door doesn’t shut fully, leaving it swinging slightly on squeaky hinges. The dusty interior is full of all manner of clutter, including exercise equipment, tools, and broken furniture.
When the leshy steps inside, small shapes flit into the dark corners and behind a stack of tables tipped on their end. Their saucer-like eyes reflect the pale moonlight back at you! They hiss and bare their teeth!
DC 16 Nature:
You could calm them down with another nature check or an ability like wild empathy.
DC 26 or Critical Success (Natural 20):
Map and creature artwork on Slide 1.

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"What the bloody hell is going on in there? I feel like a halfling at the buffet board. Torag's Tain! Let me in."

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Curious, Farzin takes a peek inside the shed.
nature: 1d20 + 1 ⇒ (11) + 1 = 12
"Oh, that's all it is? Looks like a family of opossums to me. Perhaps we can lure them out with a treat." He digs a ration from his bag and shakes it tantalizingly.

GM Doug H |

While Biago and Flint have a discussion, Farzin waves some rations in front of the door… the so-called "opossums" hiss at him, but look hungrily at the treats…
Farzin, please make a Nature check again to present food they like, and in a way that entices them out! You will be attempting to beat the creature's Will DC. If anyone else wants to streal Farzin's idea they can try too, and I'd offer a small circumstance bonus if you ID them first as you might then know what kind of food they like.

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Rubeg looks around for some refuse to offer. If it's good enough for goblins, it's good enough for the ghostpossums.
If these kids are anything like the Clockwork Cathedral's students, there should be trash everywhere.

GM Doug H |

The grounds are generally well-kept, but there is a small pile of trash near the corner of the building!

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Nature: 1d20 + 1 ⇒ (6) + 1 = 7
"Come out here, you silly things." Farzin tries to wave the food enticingly. "I'm normally so good with animals. Isn't that right, Papayo?"
"Sure, boss!

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Nature (Untrained): 1d20 + 1 ⇒ (3) + 1 = 4
Berry begins to back up as he comes into close contact with the critters of the forest. He gives them a bit of room to leave if they wish to as he sways a pair of tentacles in the air near the door. "Those rabbits look angry."
False Life for 10 Temp HP.

GM Doug H |

Farzin can only think of Cacao nibs. Papayo likes them… so, it stands to reason these other animals must as well, right? They don't take the bait… but the magpie flutters down the to ground and begins feasting!
Rubeg leverages his goblinesque knowledge to appeal to these creatures as fellow scavengers. He lays out some discarded kebabs and greasy paper near the door, and the family of creatures comes out! They pick up the treats and scamper away into the bushes then and then up to the roof! Success!
Fearful watches them… odd, rabbits usually hop more… but maybe these are a special kind of city rabbits that scurry and climb.
Just past the main building is a shack that no one ever enters or leaves. Despite this, you can hear someone moving inside and see the flicker of candlelight.
You think this must be the haunted shack. Even with the strange-looking creatures gone, you can see that it's a creepy place, full of bizarre equipment and even fencing dummies that look like people hiding in the dark.
If you would like to investigate, you might want to think about whether the creatures you just enticed out would explain the unusual occurrences. It wouldn't be the first time a mouse scratching at the wall was mistaken for a ghost (and vice-versa!)
You might also move items about to look around, or even slip between stored items to get a good look for clues in hrd-to-reach places.
This means Nature, Athletics, or Acrobatics checks. You can also substitute other skills within reason. Each of you should help investigate in your own way and make a check; I will tally the successes. note that these are basic-style checks, so you'll have repercussions for crit failing. This may influence how you want to spend hero points. If you choose not to participate in an investigation, you will auto-fail (but not crit fail).
★
The Haunted Shed!
Make a Nature, Athletics, or Acrobatics check to investigate. Or sell me on something.
Biago
Farzin Maaravi
Fearful Berry
Flint
Hampton Candlewood
Rubeg

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Acrobatics (trained): 1d20 + 7 ⇒ (16) + 7 = 23
Rubeg starts bouncing around with the dummies, tail pulling this way and that and armor whirring, as he tries to see if any of them might move and if there's anything more to the haunting than the ghostpossums.

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"Those animals could explain the sounds, but they don't explain the candle light."
Farzin begins moving around the tools, scraps of metal, broken pieces of glass, anything that may reflect the moonlight.
Crafting: 1d20 + 6 ⇒ (5) + 6 = 11

GM Doug H |

We'll articulate the findings after everyone has rolled or told me they pass.
The Haunted Shed!
Make a Nature, Athletics, or Acrobatics check to investigate. Or sell me on something.
Biago
Farzin, found mundane evidence
Fearful Berry, found mundane evidence
Flint
Hampton Candlewood
Rubeg, found supernatural evidence

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"It ain't stereotyping if it's a height joke ye gaff. It's a simple comment on construction!"
Flint clenches his jaw and starts moving things around, "Here mousy mousy mousy. Here mousy mousy mousy..... Dross! Me cousin never had to do anything like this! No he went on epic expeditions and fought of ancient undead!"
Athletics: 1d20 + 7 ⇒ (3) + 7 = 10 Yep. I'll use one.
Athletics: 1d20 + 7 ⇒ (18) + 7 = 25 "Heh!"

GM Doug H |

A messenger, sent from the Horizon Hunters brings an important missive for Hampton. The ranger frowns, and tells you he must depart. He leaves the compound on his own enigmatic business… fond farewells are given to a friend, but you can continue your investigation!
★
Biago and Flint bicker like old friends about the underlying concepts of social constructs as they move equipment about the shed. Farzin reflects moonlight off a trowel to try and replicate candlelight while Papayo eats more cacao off the floor. Rubeg bounces around and Fearful looks down low, under all the equipment where the mice and mold hide.
A crit success, success, and success bring the total to 4 successes.
Biago is so worked up by his argument that he jumps up onto an old workbench to lecture his dwarven friend from on high! Then the wizard frowns. There's something odd about the ceiling from this angle.
Yes…there are deep gouges in the wood … they seem much too large for rabbits or opossum —, or most other animals. Well, unless there was a bear trapped in here…
He shows this clue to everyone. The deep marks look they came from a large and powerful creature. They're about eight feet off the floor.
You look around some more but find no other clues. However, these claw marks are rather unsettling… perhaps there is indeed somethign strange happening here…
★
Where to next? I have updated the map on slide 1. You can see inside the windows and note that one room like a cafeteria, and the other like a classroom. Your two choices are to around back, or through the school's front doors. You were told to respect school property so I will assume that you do not want to smash any windows. which are all shut and locked from the inside).

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"I mean, if you're facing the building, every door is the front, right? Besides, I prefer to tackle problems head on." Flint moves towards the proper front doors. He starts cycling through what creature could have made those marks...

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"Yes, yes, yes, the classroom usually has something interesting in it," Rubeg agrees. "Something that the supposed students can't figure out, even though it's very obvious!"
He follows Flint, his largest hammer in hand and shield on his other arm. He looks around defensively.
"There could be a ghost bear in here!"

GM Doug H |

Berry moves over to the front doors and unlocks them with a tentacle. The hinges groan as they slowly open, revealing a dark hallway. There are double doors at the other end, likely leading outside to the recess yard, and thin wood doors provide access to interior rooms.
Signs hang in front of each door stating the name of the room in Common. labeled on the map, and below as well for convenience, in clockwise order from the top. You see neither hide nor hair of ghost bear.
1. Launch Room
2. Ms. Lafornt's classroom
3. Library
4. Lab
5. Bathrooms
6. Lounge
7. Ms. Hirasara's Classroom
8. Mr. Ngon's Classroom
9. Recess (Unmarked double doors)
Where to next? Your characters may just want to investigate all the rooms in a predetermined order, or target any mysteries that sound intriguing!

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"I can't disagree with that. Let's go."
Flint's eyes roll left and right, "Though if there be books stacked in freaky ways, I'm going to knock'em down. That kind of stuff just doesn't fly with me."