
GM Mauve |

"One of our number has fallen." Venture-Captain Adril Hestram lets the grave words hang in the air before continuing. It's difficult to imagine a large man like Adril defeated, but in light of this grim news his shoulders slump; he is a man who suffered a loss. "Targos Min-Katheer, esteemed venture-captain, is dead. His last wishes are simple: he wants his mortal remains to take one last trip along the Silken Way to his home city of Katheer, there to rest with his ancestors. He was one of our finest and we aim to honor his request. It is for this reason I've called you all together." Adril points on sausage-thick finger at the map on the table, tracing a line from Absalom to the mouth of the Pashman River, then snaking up the river to the oasis city of Lopul. "Here is where you can gather up his remains and join the silken caravan, one of the only caravans daring the harsh journey across the desert from Lopul to Katheer. This mission is simple, joyride really, but we insist you give it the attention it deserves. A few weeks in the sun, seeing the sights of the desert. A dream assignment."
Adril has a way of making every assignment sound like a sweet deal, but the last few weeks travelling by boat up the Pashman River and then hiking the short distance to the oasis city have been grueling to the extreme. A poisonous river snake claimed one of your guides; you remember his last gasps well, and how his face bloated to twice its usual size within seconds of the bite. Before you now lies Lopul, the great caravan city, erected around the crystal life-giving waters of the Pool of Sihbon, the largest oasis for over one hundred miles. Mud brick houses baking in the sun and great canvas tents crowd the central corpse of palm and date trees.
Lopul is a caravan-city ruled by the Sheikh Samaf Al-Hadari, humble servant to the padishah emperor of Kelesh. The settlement's population fluctuates wildly with the comings and goings of trade caravans, but usually has at least a thousand locals and travelers in residence at any one time. Most of the city is comprised of tents and temporary dwellings erected by merchants and caravan masters, with only about a quarter of the city's structures being permanently built around the Pool of Sihbon itself. Among these permanent structures are a half-dozen caravanserai, the fortress of the sheikh, and twoscore domed dwellings constructed of mud brick. One such dwelling is the former residence of Targos Min-Katheer. All that remains is to collect his body and join the silken caravan.
Feel free to reintroduce your character, note anything new or different about them, etc.
To locate the former residence of the well-known Pathfinder, you can roll a DC 10 Diplomacy (Gather Information) or Knowledge (local)

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Willard mops the sweat off his brow, See the desert sights they said? Alas I don't speak the language here, which is unfortunate. Perhaps someone can translate?
He pauses to adjust the scarf wrapped around his head, the white linen matching his desert clothing. I suppose we collect Targos' remains and then head out to the caravan? The raven hops about on the ulfen's shoulder peering this way and that in the heat.

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How sad...it is only proper to give him his last request. I was raised in Katheer...it would be nice to go see my mother if she's not busy. With her working as a translator for various merchants, her services are required a fair bit. At the very least, I can take you to the various places to get good food and drink. But be careful...the spices can overpower the sturdiest dwarf sometimes. Carlin says excited to go back to her homeland for a while. She wears a new outfit of white linen and silk lined with reds and oranges in Sarenrae's colours. Might be a good place to get a suit of barding for Dumpling...the various smiths there make fine armour...
think i'm good...but will get warm weather clothing for the road and some extra waterskins. also a staff and 2 vials of holy water and alchemtis fire...

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In hearing that she might be bringing him home to "meet the parents," Cevrik gets entirely the wrong idea and assumes this means they are moving into the courtship phase of their "relationship." "M'lady, I would be honored to meet your lady mother and to see the land of your birth," he says, giving a bow.
In the group's travels, a couple of things have been noteworthy about the odd duo. Firstly, the bear dog seems even more ferocious, if that's possible. Secondly, the tiny Halfling on the bear dog's back seems to have gained access to more magic...though he mostly uses it to enhance his mount.
Cevrik is now a sylvan sorcerer and hunter multiclass. Dumpling is now second level.

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A short stout figure approaches in a light airy linen robe and headpiece, impossible to identify until a gust of wind blows the headpiece off and you recognize the spiky purple "hair" of Maud.
During the downtime between adventures she is sure to proudly show off the results of her studies: A degree in Geology from Kraggodan University (Profession Geologist) and a stronger acid attack for her punch (Shaitan Style & Kn.Planes)
Also she looks quite a bit sturdier than last time you saw her. She must be working out. (Unchained monk doubled my hit points but lowered my AC by 1)
Maud asks if mounts swill be provided with the caravan, if they should bring their own, or if they are expected to walk. Maud doesn't mind walking, but knows she is slow.
Kn.Local (untrained): 1d20 + 1 ⇒ (12) + 1 = 13 Maud is pretty sure Targos' house was on the NE shore of the Pool of Sihbon, south of the group of 3 palm trees.

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Willard walks with Carlin and Maud behind the beardog Tell me, I hadn't realized you were from this place, what was it like growing up around here?

GM Mauve |

As the group catches up since their fight in the crypt not long ago, they make their way to the home of the former Venture-Captain Targos.
A small mud-brick, domed dwelling lies at the end of a humble, sandy street here in the heart of the caravan city. The scent of the nearby oasis still reaches you, and a hive of bees, attracted by the nearby water, hangs from a date palm next to the house. The wails of mourners and cries of woman and children reach your ears and you can see a small crowd gathered outside the house's single door, its members crying and tearing their garments. Whether professionally hired mourners or sorrow-filled residents outpouring legitimate grief for the loss of a local hero is unclear, but the emotion seems genuine enough.
Knocking at the front door brings an answer in the form of a man in sackcloth with ashes poured over his freshly shaved head. His face is sickly pale under the coating of ashes, and part of one ear is missing. His hands are wrapped in dirty bandages.

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If anyone else has heal I can assist instead
Heal: 1d20 + 4 ⇒ (9) + 4 = 13
Maud will softly point out to stay away from body fluids from the man if possible, and keep their distance if he's coughing.

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Well, it's a bit hot...to tell you the truth... she says with a grin.But it's amazing, actually. My mother through her work as a translator met my father here. He was working for a merchant and they met and fell in love...as sappy as that sounds. He was called away back on business before my mother knew she was carrying me. We don't think he even knows I exist. Such is life... she signs and continues. Mother let me tag along on some of her business dealings, which is why I can speak a few languages. She says I take after my father a bit more than her...she said he had something special about him. His innate magical abilities passed their way to me...so...here I am!
Once at the house, Carlin stays back when she gets to information from Maud. She pulls her scarf a little tighter around her face as she looks around.
Poor soul... shew says softly

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On hearing Maud's comment about staying away from the body fluids and coughing, Cevrik immediately tries to insert himself between Carlin and this fellow to make himself into a meat shield for her...which is more effective since he's on an unusually large dog a grizzly dog, even.
As he does so, he mimics Carlin's gesture of pulling his scarf up to cover his mouth and nose.

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Willard listens to Carlin's story, Thank you for sharing, it is most fortunate that you grew up here and can show us the way. I am sorry though that you never met your father.
Intelligence: 1d20 + 5 ⇒ (6) + 5 = 11
Willard steels himself in front of the leper, before addressing the man without reacting as his comrades have done. Greetings sir, the Ulfen bows, We are here for the remembrance of Venture-Captain Targos. Can you show us the way?
More quietly to his comrades, Do we know if the Venture-Captain ran a home for lepers? It is possible this is a mission to treat the unfortunate.

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On the way while chatting with Carlin, she asks if she ever met or knew Targos, before his death?
Maud does not seem to obviously change her behavior around the leper (unless he is obviously sneezing/coughing), as she knows risk of contagion is minimal without close interaction (I hope it is actually this way in Pathfinder rules too?)
Maud tells the man that seems 'in charge' that they are here to honor Tagos' last request.

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I might have run into him at some point...with my mother sitting in various meetings and such. Hard to say...when you're a kid, every grown up looks the same. I don't hold any grudge against my father though...if he never knew about me, that's just fate being fickle.

GM Mauve |

The leper does not speak. But Targos was known for his generosity to the poor and afflicted so the leper's appearance here is not that surprising. He allows the Pathfinders to enter without a word after respectfully moving out of their way to avoid any accidental contact.
The front room of the house holds more leper mourners, ad a curtained doorway blocks access to the house's lone bedroom.
Shortly after the Pathfinders enter, a man wearing priestly robes and a black jackal death mask emerges from behind the curtain.
His voice is muffled by the mask. "Hello. My name is Ben-Garri. The honored Venture-Captain's body is receiving its funeral preparations and you'll need to return at nightfall to claim it."
?: 1d20 ⇒ 7

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perception: 1d20 + 10 ⇒ (10) + 10 = 20
sense motive: 1d20 + 2 ⇒ (14) + 2 = 16
Carlin subtly elbows Willard and nods at the man's hands. She stands straight as Ben-Garri advises them to return later.
I think we'll wait...we are sworn to ensure the Venture Captain's final trip goes smoothly. We take that duty very serious. she says wit a flat and somber tone.

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perception: 1d20 + 3 ⇒ (10) + 3 = 13
Knowledge Religion: 1d20 + 9 ⇒ (1) + 9 = 10
Sense Motive: 1d20 + 2 ⇒ (18) + 2 = 20
Munnin Knowledge Religion: 1d20 - 1 ⇒ (12) - 1 = 11
Catching Carlin's nudge, Willard stands impassively, and while neither he, nor his raven know anything about the religious customs of this land, he knows something isn't right here.
Thank you Ben-Garri, in my lands it is customary to see the departed one last time before they are escorted on their way. May we pay our respects to the Venture-Captain? And Carlin's correct, we will remain as this is our sworn duty.

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The little Halfling is not sure what's going on, but his lady has requested something and he will do his best to make sure it is honored.
"If my lady says we shall wait, and if she wishes to see the body, then that is what must need happen, my good sir," the little Halfling on the large bear dog says, an edge and perhaps the slightest hint of a threat to his voice.

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So I've tried to type this out and lost it 2x already, let's hope 3rd time's the charm...
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Kn.Religion: 1d20 + 5 ⇒ (19) + 5 = 24
Sense Motive: 1d20 + 9 ⇒ (18) + 9 = 27
Maud sizes the man up, then states bluntly "No. You will show us to his body immediately, or we shall find our own way. We have a job to do." She turns slightly to her companions (keeping the man in her eyeline) to add "These symbols are of Lamashtu, goddess of monsters." She watches his reaction, and if he looks like he is going to rush her allies or run away she will prepare to Bull Rush him back through the doorway (cause she failed the perception check).

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Maud could be completely misreading the situation (low CHA: being bad socially / why she was so blunt)- she will keep an eye on Carlin's reaction especially, since she is a local (high WIS: reading facial expressions & body language).

GM Mauve |

Ben-Garri the Scarred realizes his gig is up. He pulls out his kukri and calls some cultists to attack! Most of the lepers in the room scatter as it's just you and a three cultists!
Please place your token in the white square here. Unfortunately, Mr. Dumplington would probably be outside as the lepers would not have let an animal into the house. But Cevrik can call him in any time now.

GM Mauve |

Carlin: 1d20 + 5 ⇒ (13) + 5 = 18
Willard: 1d20 + 5 ⇒ (17) + 5 = 22
Cevrik: 1d20 + 6 ⇒ (14) + 6 = 20
Maud: 1d20 + 1 ⇒ (7) + 1 = 8
Ben: 1d20 + 3 ⇒ (15) + 3 = 18
1: 1d20 + 1 ⇒ (15) + 1 = 16
2: 1d20 + 1 ⇒ (17) + 1 = 18
3: 1d20 + 1 ⇒ (3) + 1 = 4
"Get them!" Ben-Garri yells at the cultists and points in the direction of the Pathfinders.
Yeah, Mr. Dumplington's placement looks good to me.
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[u]Round 1[/u]
Willard
Carlin
Cevrik
Mr. Dumplington
Ben-Garri the Scarred (orange)
Cultist (blue)
Cultist (green)
Maud
Cultist (pink)
Willard, Carlin, Cevrik, and Mr. Dumplington are up!

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Carlin summons a pair of missiles and fires them at Ben-Garri.
I knew there has something sketchy! Stop them! We must secure the Venture captain's body!
magic missile: 2d4 + 2 + 1 ⇒ (3, 2) + 2 + 1 = 8
+1 is from the Havoc of the society trait...

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"Dumpy! Rescue time!" Cevrik calls out, and then rushes up behind his friend and quickly gets in place atop him.
Ride to Fast Mount: 1d20 + 10 ⇒ (7) + 10 = 17
Nope, DC 20 to fast mount
Unfortunately, Cevrik slightly misjudges Dumpling's height and doesn't jump quite high enough and finds himself simply standing behind the bear dog.

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Willard's face contorts for a moment, and he seems to focus, before pointing at the lead cultist and screaming Run! in an unearthly voice..
Cast: Cause Fear, Boost DC with Arcane Resevoir 4/5 will DC 16+1=17. Save or be freightened for rounds: 1d4 ⇒ 1, shaken for 1 round on successful save

GM Mauve |

Will: 1d20 + 5 ⇒ (14) + 5 = 19
Carlin reacts quickly and raises her hands up. Two missiles fly from her hands and slam against the head cultist. He screams out in pain. "You don't understand why we're doing this! Stop now!"
Cevrik attempts to jump on Mr. Dumplington but fails. But the dog bear trots forth and bites down on the closest leper cultist. Cevrik hears bones crunch as the cultist withers to the floor! But Mr. Dumplington gets some blood in his mouth and feels a bit off.
Mr. Dumplington must make a DC Fortitude save or possibly contract leprosy
Then Willard looks at Ben-Garri and screams "RUN!". Ben-Garri, watching one of his friends fall at the hands (or mouth) of a giant creature, starts shaking in his boots.
Ben-Garri rushes behind his cultists, using them as a shield. Then looks at Mr. Dumplington and yells, "Fall!"
Mr. Dumplington must make a DC 13 Will save or fall and remain prone for 1 round. He may act normally while prone but takes normal penalties.
?: 1d20 + 1 ⇒ (13) + 1 = 14
?: 1d3 ⇒ 3
One of the cultists steps up and punches Mr. Dumplington. If Mr. Dumplington is prone, the attack hits for 3 damage and he must make another Fortitude save or contact leprosy.
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[u]Round 1[/u]
Willard
Carlin
Cevrik
Mr. Dumplington (prone? -3 hp, leprosy?)
Ben-Garri the Scarred (orange) (-8 hp)
Cultist (blue)
Cultist (green)
Maud
Cultist (pink)
Maud is up!

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Not that he is running around, cloak flapping, is it more obvious the Leader also has leprosy or not?
Maud can't quite reach the leader this turn, so she will move forward throw a javelin at him.
Temple Sword attack (2-handed): 1d20 + 3 ⇒ (20) + 3 = 23
Javelin damage: 1d6 + 3 ⇒ (6) + 3 = 9 (Piercing)
Confirm Hit: 1d20 + 3 ⇒ (11) + 3 = 14
Javelin damage: 1d6 + 3 ⇒ (1) + 3 = 4 (Piercing)

GM Mauve |

You can roll a DC 5 Heal check to notice if he has leprosy or not.
Maud throws a javelin right at the cult leader. It pierces his shoulder as he screams in pain. "No, no, no! YOU DON'T UNDERSTAND. WE NEED TO DO THIS!". Blood leaks to the floor but he's still standing... barely.
?: 1d20 + 1 ⇒ (14) + 1 = 15
?: 1d3 ⇒ 1
The cultist in pink robes moves up to Maud, hoping to block any further attacks on his leader. He punches her, breaking some skin. 1 point of damage. Maud must make a DC 12 Fortitude check or contract leprosy
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[u]Round 2[/u]
Willard
Carlin
Cevrik
Mr. Dumplington
Ben-Garri the Scarred (orange) (-21 hp)
Cultist (blue)
Cultist (green)
Maud (-1 hp, leprosy?)
Cultist (pink)
Willard, Carlin, Cevrik and Mr. Dumplington are up!

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Fort save vs Leprosy: 1d20 + 5 ⇒ (10) + 5 = 15 additional +2 if "sickness"
She yells back to the leader "Well maybe you should explain yourselves BEFORE attacking others! Because we fight back."

Mr. Dumplington |

Grossed out by something tasting "off" about the previous target, he decides to just use his claws.
Claw 1: 1d20 + 7 ⇒ (1) + 7 = 81d6 + 5 ⇒ (6) + 5 = 11
Claw 2: 1d20 + 7 ⇒ (17) + 7 = 241d6 + 5 ⇒ (6) + 5 = 11

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With a bit of a sigh, Cevrik steps to the side saying, "I'll stabilize him after," and flicks his hand while incanting an arcane word and flings a ray of frost at the leader of the cultists.
Ray of Frost: 1d20 + 4 ⇒ (8) + 4 = 121d3 ⇒ 1

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Willard, seeing the advantage of his earlier spell, repeats the process with the cultist with the pinkish skin, LEAVE THIS PLACE! he cries out.
Cast scare, this one DC 16 rounds: 1d4 ⇒ 1

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Perhaps you should have been honest...and talked to us first...but no...you chose this, fool! Carlin says as she lobs a blob of acid at the leader.or if he's down, the next closest target.
touch: 1d20 + 2 ⇒ (6) + 2 = 81d3 + 1 ⇒ (3) + 1 = 4

GM Mauve |

Will: 1d20 + 5 ⇒ (14) + 5 = 19
Will: 1d20 - 1 ⇒ (1) - 1 = 0
?: 1d20 + 4 ⇒ (6) + 4 = 10
?: 1d4 + 1 ⇒ (1) + 1 = 2
Leprosy might not affect oreads the same as humans as Maud easily saves against the disease.
Mr. Dumplington then goes and mauls the cultist in green robes. He easily clubs the man to death! But unfortunately, Mr. Dumplington's claws dig deep into his flesh and gets blood all over himself. Mr. Dumplington must make a DC 12 Fortitude check or suffer leprosy
Willard speaks some arcane words and the room shakes. The pink looks terrified and is about to bolt, seeing his friends die left and right. But Ben-Garri is more fortified. He shakes in his feet as the life is slowly draining from him, but he's determined to stay put.
Carlin attempts to lob a glob of acid at the direction of Ben-Garri, but only manages to sear parts of the floor nearby.
The leader, Ben-Garri, pulls out his kukri and steps up to Cevrik. As he's shaking in his boots, his kurki attacks just go wide - he's clearly terrified.
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[u]Round 2[/u]
Willard
Carlin
Cevrik
Mr. Dumplington
Ben-Garri the Scarred (orange) (-22 hp)
Cultist (blue)
Cultist (green)
Maud (-1 hp)
Cultist (pink) (panicked)
Maud is up!

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Heal to notice leader Leprosy DC 5: 1d20 + 4 ⇒ (3) + 4 = 7 She notices the signs of leprosy on the leader in the mask as well, and calls this out to her companions as well in case they don't notice.
Since there is a leper directly in front of her, she will pull her sword out to attack...
Temple Sword attack (2-handed): 1d20 + 5 ⇒ (7) + 5 = 12
Temple Sword damage: 1d8 + 4 ⇒ (8) + 4 = 12 (Slashing)

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on the off chance that hit drops the last minion, i'll post an action for Carlin...to save time...
Carlin throws a ball of acid at the leader, hoping to spare her friends dealing with the diseased zealots.
touch: 1d20 + 2 ⇒ (9) + 2 = 111d3 + 1 ⇒ (2) + 1 = 3

GM Mauve |

Yeah - the minions have AC 11 with 5 hp...
Maud easily dispatches the last of the cultists, slicing and dicing him!
Carlin, seeing a chance to strike, lobs a glob of acid at Ben-Garri. The acid mars his already badly scarred face. He coughs up some blood and wheezes. "You... don't... understa...." before falling over on his side. He had 1 hp left!
Combat is over!
Checking Ben-Garri, you find some notable things. He has a very finely crafted kukri (masterwork quality), a heavy steel shield, an iron unholy symbol, and an ebony jackal death mask worth about 25 gp. Touching the death mask might risk contracting leprosy though. The cultists have nothing of note beyond their robes.

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Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Munnin Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Neither the Ulfen, nor his raven, spot anything out of the ordinary. Why do you think this cultist of the Mother of Monsters was trying to thwart our entry to the chamber? What were they trying to do? he muses as they recover things from Ben-Garri's body.
I don't really want to touch that mask, might be contaminated? Willard offhandedly casts a spell, searching for magical emanations.