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Korgaar pats his borrowed axe before wiggling his fingers and thrusting them into his belt.
Not what's called for here. I hope.
"Erm... best to hide those wayfinders whilst we're in this city, no? If what our man said about us drawing attention is right."

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Red places a hand on his punching dagger as they enter. This is an ill substitute for my benefactor's favored weapon, but perhaps it will do here.

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"Stay here, and look like a big suspicious clump of people unsure of what to do next, I'll be right back."
Colleen takes a moment to circle the perimeter and look for a backdoor (obvious or otherwise).
perception: 1d20 + 5 ⇒ (20) + 5 = 25
She also checks to see if they are being followed.
perception (+2 vs humans NOT incl.): 1d20 + 5 ⇒ (12) + 5 = 17

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As they move through town, Nala finds a nice secluded spot in an alleyway to move her wayfinder from inside her armor to be tucked away in her pack.
Upon arrival she glances at her allies and follows Theron up to the door. She rolls her eyes as Colleen rushes around the building, "I guess she needed to pee. Let's just go in, I expect she will catch up."
She enters the door after Theron and before the Red Reverend.

GM Bret |

It will take a little bit of time for Colleen to circle the building and do her search. It is more than a single search check, so I will bot them if Colleen doesn’t jump in. Looks like it is a total of nine checks, with the first two done.
It is late enough in the day that there aren’t many people out. You see one or two are you are moving through the streets. Certainly no crowds.
As Colleen slowly walks around the corner of the Fox Den, Keynala tries the door and finds it locked.
To my knowledge no one has knocked on it either

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Corrected Map Positions based upon the fact that the door is not open.
Nala raises an eyebrow as the door doesn't open, "From the façade I assumed this was an open tavern. Perhaps they are closed today, hopefully someone is in."
She knocks on the door to see if someone comes.
And providing a distraction for our scout is never a bad idea.

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1d20 + 5 ⇒ (3) + 5 = 8
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 5 ⇒ (18) + 5 = 23
1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (3) + 5 = 8
And one for good measure: 1d20 + 5 ⇒ (5) + 5 = 10
None of these include her favored enemy bonus.

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Nala waits to see if Theron's subtlety is picked up on.

GM Bret |

You hear the rattling of a chain and then the door opens a crack. You can see the chain keeping the door from easily opening all the way. A middle-aged woman is peeking out from the opening.
“First letter?” she asks quietly. Keynala answers.
Need a diplomacy roll at this point
Welcome to friendly Chelliax! :)

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"Please, you are in danger. We are here to help."
Diplomacy Aid: 1d20 - 2 ⇒ (11) - 2 = 9
But her tone is just the tiniest bit aggressive.

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Diplomacy, Aid: 1d20 + 1 ⇒ (10) + 1 = 11
"Z, friend. I'm not from around here, but that must be fairly unique?"
I wonder if he wants to buy a vowel.

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Diplo: 1d20 + 9 ⇒ (17) + 9 = 26
We're here, send by the one whose name starts with a Z and rhymes with "hero" to pick up a certain someone for a long stroll. This certain someone's taste for the past endanger her future, if you catch my meaning.

GM Bret |

“You weren’t followed, were you?”
The woman shuts the door, you hear the rattle of a chain, then she reopens it and has the group quickly come in. “Come in quickly, but remain silent.” Just as this happens Colleen comes around the corner. The woman quickly checks that she is with your group and allows her in as well.
It does look like there is a secret door out of the place on the south wall about five feet from the eastern corner.
Feel free to arrange yourselves in the main room now.

GM Bret |

Inside, a cheery fire warms the cool sea air, and nine young children of varied ages sit around a slender, middle-aged elven woman with chestnut colored hair and a simple, yet elegant rust-colored dress. There is also a bullmastiff sleeping by the fire.
Her eyes are closed, and she commands the attention of the children with a tale about Rius Galdaeon, a kind Chelish architect and paladin of Shelyn, whose allegiances aligned with Chelish loyalists when Thrune began to take control. Rius viewed Thrune's reliance on devils as a blight on Chelish achievements and so confronted Baraxial, a powerful barbed devil called to aid the Esoterium Lodge. Their battle shook the foundations of Aroden's Arch, and it's said great pieces of it crumbled into the sea when Baraxial dragged Rius with him back to Hell. She says the entire city felt each blow land, and it was the signal she needed to flee from Corentyn while civil war raged on.
When the elven woman finishes the story, she opens her eyes and offers your group a strained smile. “Welcome, are you here to hear tales of the past? My name is Mireille.”

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Nala stands there impatiently tapping her foot. Or at least that's what it looks like though she isn't even tapping her foot.
But then as the half elf listens she recalls information is their mission, so with pursed lips she pulls out a journal and starts making notes about Rius Galdaeon.
When done she snaps the journal's clasp back together and speaks, "Yes and No. Our primary purpose is to warn you that Hellknights are on their way to make you disappear. Zefiro sent us to get you out before that happened. We would love to have your historical knowledge for a task we are undertaking, but our priority is to see you to safety."

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Aye...as my friend here has said...and time is of the essence. We need to get you out of here, fast. Our mutual acquaintance implored us to help..and readily agreed. Is there anything vital you need? I would make haste if you do, ma'am...

GM Bret |

She seems surprised by your statements the surprise changing to bemusement.
“I am surprised Zefiro felt the need to send such a large group for my protection. Since you’ve met him, I assume you know how nervous the fellow can be — borderline paranoid at times.”
With a smile, she says “Unless something has changed, I really doubt there is any need for all this fuss.”
The mention of Hellknights and Disappeared does cause some nervousness amongst the adults here.
Please update your location on Slide 2. I am assuming that Theron and Keynala are not shouting that from outside the building.
In addition to any social skills, you could give me either a Handle Animal or Perception check.

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Nala raises an eyebrow, "I doubt that we would have been sent if something had not changed."
Perception: 1d20 + 9 ⇒ (19) + 9 = 28

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"Streets are crawling with patrols. But apparently you know where to go. Zefiro was quite insistent that we get you to safety."
Korgaar strains his hearing, beginning to believe that a squad of Hellknights might burst in at any moment on what is undoubtedly a clandestine meeting.
perception: 1d20 + 3 ⇒ (12) + 3 = 15
He glances around nervously, reflexively wiggling his fingers.

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Perception: 1d20 + 2 ⇒ (10) + 2 = 12
The Reverend sits quietly, waiting for the others to get moving.

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Colleen passes the info she discovered on her walkabout to Keynala via a quick whisper, then says "I'll stay outside. It's already too crowded in there for my tastes."
bluff (Convey secret message, +2 vs humans NOT incl.): 1d20 + 7 ⇒ (18) + 7 = 25
Message: I'll play lookout, and warn you if I see anything.
Colleen leans against the western corner of the building keeping an eye open for anything suspicious, assuming that whatever diplomacy needed will be handled by her fellows with usual Pathfinder Society finesse.
perception (+2 vs humans NOT incl.): 1d20 + 5 ⇒ (19) + 5 = 24

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Nala gives a thumbs up in understanding towards Colleen before closing the door.
Only later she realizes that maybe Colleen might not understand that common hand signal from her village.
Oh well, we'll probably all end up disappeared anyway.

GM Bret |

1d20 + 2 + 8 ⇒ (3) + 2 + 8 = 13
Outside, Colleen notices a bird fly overhead and land on a nearby building. Just after that, she hears the sounds of an approaching patrol. The patrol appears to be headed direction for the Fox Den.
Desynthia notices that there is a dreadful plant that somehow got caught in her hair. :)
Inside, Keynala notices that the mastiff suddenly notices that the bullmastiff suddenly wakes up, sniffs, and then gives a low growl.
Since someone in each group detected the approaching guards, you have a round to react before the guards are at the closed door.
When alerted to the approaching guard, Mireille quickly reverses her opinion. "If guards are approaching, you may well be right. I have been in trouble with the law before and it is likely if I am brought in, that will be the last anyone sees of me."
"I know of a safe house nearby where I am confident that I can hide. There is a secret door in the backroom that we may be able to sneak out of if given some time."
"If any of you have a better idea, I am quite willing to try that."
The secret door is now marked and is the same one that Colleen has already told Keynala about.
The safe house is now also marked on the map.

GM Bret |

This encounter ends when you guide Mireille to the safehouse without being noticed, defeat all of the guards, or are arrested.
Creative solutions are encouraged.
The following are some sample actions that could be taken.
Bribe the guards: You suspect that for a bribe of 150 gp surreptitiously given to the leader, you could get the guards to leave without performing a search. In addition to the funds, you would need a successful bluff or sleight of hand check.
Diplomacy: You could try to use diplomacy to delay the search, giving the rest of the group time to perform other tasks. A successful check would delay the guards by a minute.
Disguise: You may be able to disguise Mireille. It would take 1d3 minutes (I would roll that if attempted) and a successful Disguise check. The proprietor Velia has a wide variety of powders, perfumes, and makeup at hand that would provide the same bonus as a Masterwork Disguise Kit. Without a distraction, this doesn't work.
Knowledge of the Law: Laws are held above all else in Corentyn. If one of you has Profession Barrister, a successful check could waylay the guards at the door and give Mireille a chance to escape. Velia is current with all extortion money fees and paid fines in a timely manner.
Stealth: Try to get Mireille out using multiple stealth checks. A character has to guide her (make the checks) and each check is one minute of time during which you are timing your movement to avoid notice.
Combat: Take out all the guards.
Other: Most things would only distract the guards, giving more time for either Disguise or Stealth. Suggest an action and I can judge how to handle it mechanically.
If a guard reaches Mireille, she will likely be arrested.
If you have questions about this, it is probably best to ask them in the Discussion thread. That way we can reduce the amount of clutter in the gameplay thread.
Each PC should have an opportunity to make one check each turn.

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Colleen steps back a step out of sight of the approaching authorities and knocks twice on the wall to alert those within.
Are the guards where they are, or is that where they will be next round or two? If the latter...
Colleen sighs, then hauls back, and punches Desynthia dead in the face with her fist.
fist v Desynthia (favored enemy!): 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 non-lethal damage: 1d3 + 2 + 2 ⇒ (1) + 2 + 2 = 5
If she thinks she has a little more time before the guards are on them, Colleen might try to explain via 'convey secret message', but as of now this is what I've got.

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"Nala, get the lady out of sight and ready to go. The Reverend and I will hold the line here in case the guards can't be bought off.
Right, Reverend?"
Korgaar draws his axe and hides it behind his shield.

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Diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18
Desynthia tries to buy some time for the escape, first with lenghty words, then if it doesn't work with shiny coins
Trying Diplomacy first, then Bribery if needed.

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Trying Diplomacy first, then Bribery if needed.
And then I punch her! ;)

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Nala nods at the dwarf, ”That plan works. Meet up later at our assigned spot.”
She moves over to the lady, ”This way ma’am, quickly and quietly. We won’t be able to delay them for long.”
Stealth: 1d20 + 6 ⇒ (6) + 6 = 12
Stealth 2-star reroll: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Good plans demolished by crap rolls.

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The Reverend nods to Korgaar, hand going to his knife.

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Moved. If we have to open the secret door as an action then Nala and the lady would likely have not made it out in the street.

GM Bret |

Desynthia Diplomacy 18 +2 Aid = 20
Colleen Successful Aid Diplomacy
Red Reverend Punching Dagger ready
Korgaar handaxe ready
Keynala + Mireille Stealth 11
Theron no skill check
The guards approach, two of them being stationed at the corners of the building.
The third guard is intercepted by Desynthia and Colleen before he knocks on the door to the Fox Den. They start by asking what the problem is, and manage to distract the guards for two minutes with the conversation.
Meanwhile Keynala attempts to guide Mireille out of the building through the secret door, but evidently they are noisy enough to attract the attention of the guards. The two other guards move closer to them.
Noticing that Korgaar is getting a weapon ready, Velia discretely indicates to those inside that she has a broken masterwork longsword emblazoned with the emblem of the Chelish navy, a sap, a heavy mace and a jar of defoliant polish that previous customers had left behind.
You aren't caught yet, but only because of the distance. Since this is fairly abstract, you are allowed to try another Stealth check this next round in spite of guards being within 10 feet of you, it will just be a more difficult check.
Desynthia and Colleen are busy with continuing to distract a guard from searching the Fox Den.
Everyone else can act.

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Nala whispers to Mireille, "Hurry and slip around the corner, they might give up if they hear a disturbance from their allies at the front."
Stealth: 1d20 + 6 ⇒ (3) + 6 = 9
Well. Alright, a fight it will be. YOU WANTED THIS DICE ROLLER, YOU BETTER BE GOOD TO ME!

GM Bret |

"Oi! Wait up you two!" one of the guards calls out as Keynala is trying to figure out if there is some way to sneak away.
Yeah, at that point we might as well say the people inside the building hear the noise and can respond.
There is an opportunity for a Bluff check to convince the guards you are not the people they are looking for, but it doesn't look like Nala has a very good chance of success there.
If you want to do the Bluff check, people should probably not come out of the secret door.
Note it would only be after next turns Bluff check that combat would start and each of these turns is one minute.

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Ylimancha, I suck at lying. Maybe they are idiots?
Bluff: 1d20 - 2 ⇒ (19) - 2 = 17

GM Bret |

To help move things along, we will just resolve the Bluff check here.
Desynthia and Colleen delay the guard a little longer, then he knocks on the door and demands they open up.
The two guards who came to check on the disturbance look to each other, then one of them tells Keynala “Get on your way! We’ve no interest in drunkards.”
Evidently the dice only like you when you are rolling for skills you are untrained in…
Having been discharged, Keynala uses the opportunity to get Mireille to her safe location. She then makes her way to the Wicked Fork.
The guards search the Fox Den, but fail to find what they are looking for.
There are much more interesting fights to come. Unless someone provokes it, you have bypassed this one.

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Once the make it to the safehouse, Nala pauses in the alley and vomits until she dry heaves.
"Sorry Mireille. But that was so freaking intense. I've faced down horrors in tombs beyond most people's comprehension, but trying to lie my way out of trouble. That just... it was very nerve wracking."
She wipes her mouth on her sleeve, "You good here? We can check back in with you later unless you need me to stay."

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Whilst nervously waiting inside the Fox Den, Korgaar accepts the offer of weapons, prefering to take the sap. Perhaps the Reverend would like the mace? He also graciously accepts the defoliant. Never know when that might come in handy, especially with an abandoned stronghold to explore.
The rendezvous is back at the museum, right? Or was it the Wicked Fork?

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Theron will grab the longsword and the sap....if that's cool with everyone
That was close... the burly warrior says a bit relieved. He looks forward to relaxing at the Wicked Fork after the excitement with Mireille.

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The Reverend will happily accept the mace, though he still feels naked without his scythe.