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Kit looks bemused, not understanding why the others think that the consortium would not hire a wayang. Frankly it seems like a match made in heaven, the creatures coming from the plane of shadow and all.
"Well, you all must know something I do not then. Enjoy your freedom, and what is your name unless you want us to call you ex-slave."

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Fuzzfoot, maybe a little more familiar with shadows than most of the rest, is quick to be friendly to the slave.
"Why have they shackled you here? Did you do something to bring on this punishment? Or were your captors really just that cruel?"
If needed, Fuzzfoot will pick the locks to let him free.
Disable Device: 1d20 + 16 ⇒ (9) + 16 = 25

GM Watery Soup |

Rakesh, Roderick, Kitoro, and Fuzzfoot free the wayang while Ansha completes the PRIMARY SUCCESS CONDITION. lol just kidding, you've got to handle both at some point
I've moved your icons to be consistent with your actions.
"Thank you, thank you, my name is Swareti. I cannot thank you enough for defeating that horrible man. He sent a raiding party to my village to capture and enslave. He and that Mueritt OOC note: this is the smith in the fight we skipped force us to work day and night, until we are too tired and weak. They say if we don’t keep up, they will sacrifice us to their god. So many people have already been taken away, and they never return. I collapsed and woke up here, chained to the ..."
From the other side of the room, you hear a scream.
Ansha picks up the fragment of the Sky Key. As she moves the item, the holes that it was previously covering release some gas. Her mind swirls with phantasmal nightmare creatures.
Ansha, make a DC 20 Fort save.
--Round 1
Ansha (Fort save, confused)
Ehm
Fuzzfoot
Kitoro
Rakesh
Roderick

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Fortitude save: 1d20 + 6 ⇒ (14) + 6 = 20
Not sure if the Fort save negates the Confusion effect, or if I can even act normally.
ETA: I'm pretty sure Ansha was the source of the scream.

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Roderick exclaims
”Well that was certainly unexpected and likely undesirable. “
He moves back to the center of the room , looking for the source of scream
He downs an elixir of Investigative Mind
Enlarge lasts 8 minutes on Rakesh

GM Watery Soup |

Ansha, that was a success, but you'll need multiple successes. Also, you take 1 Wis damage, but since it heals with rest, it shouldn't affect much.
All, any of your min/level buffs can still be up. There's no visible enemy, just need Ansha to clear the poison.
Confusion: 1d100 ⇒ 29
Ansha babbles incoherently. Roderick drinks an elixir.
--Round 1
Ansha (1/? successes, confused)
Ehm
Fuzzfoot
Kitoro
Rakesh
Roderick

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GM Watery Soup |


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"Gah! We should've waited until I could have checked for traps on the plinth the Sky Key was resting on."
Rakesh makes a mental note to warn his companions before they touch anything that looks like an artifact.
Is there a visible cloud of gas where Ansha is?

GM Watery Soup |

The gas was a one-time thing. Everyone within 10' of the table when the Sky Key was moved got a dose, and the gas is now gone.

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buffs:
heroism - dur 80 min
see invisibility - dur 80 min
heightened awareness - dur 80 min
bears endurance - dur 8 min
shield - dur 8 min
AC: 22
HP: 71 of 95
Ach weel now darlin Ansha, please ta be learnin not ta touch without checkin fer bad thins.
Ehm moves over to check out the table and look out over the waterfall. Not getting in the water at this time. Also a tap with the wand of infernal healing while moving to get the fast healing started.
perception: 1d20 + 17 ⇒ (19) + 17 = 36

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"Where you going, Ehm? Ansha and the Sky Key plinth are over there."
Rakesh points across the room, opposite the cell with the Wayang, towards Ansha.
He offers a friendly smile to the wayang.
"You're free now, Swareti. You may come along with us and help us find a way to release the others of your kind in the caverns."
Rakesh moves towards Ansha.
"Does anyone have a neutralize poison elixir?"

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”Sadly not. I can concoct an Anaesthetic but not anti venom. If that is indeed what afflicts her I may be able to provide first aid to some minor assistance. “
Does the gas cloud seem to be disappaiting?
He will move closer and attempt first aid next round unless she resolves on her own.

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After pausing to make sure Ansha is OK and comes out of the befuddled state, Kit checks inside the other cell room, scanning for magic and poking around.
"Well, we could had back too. We got what we came for... Wait a sec."
Kit consults her notes and adds, "Well, they did want us to find out more about the key from the dwarves. So I guess we should go looking for them since this particular lot was rather uncooperative, unless someone can get something out of the flunkies we captured."

GM Watery Soup |

If nobody has a way of helping Ansha, she can continue making saves.
Ansha, Fort save, and you can use your roll if you fail.
--Round 2
Ansha (1/? successes, confused)
Ehm
Fuzzfoot
Kitoro
Rakesh
Roderick

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Fortitude: 1d20 + 6 ⇒ (14) + 6 = 20

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Since Ansha is still suffering, Kit will target her with an inspire competence performance. If she fails a save, Kit will use saving finale to give her a roll.
Taking out her Ansha puppet she starts singing 'Can't keep me down, I get up again.'

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Roderick will attempt to assist her with a heal check
”Here, let’s see what type of remedy we have for poison. “
Heal : 1d20 + 15 ⇒ (20) + 15 = 35 vs Dc of poison to give her +4

GM Watery Soup |

Ansha succeeds her second consecutive save and ends the confusion, but pretends she's still confused and attacks you all anyway.
Out of initiative! Will wrap up later today.

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In a fit of rage, and feigning confusion, Ansha rips the puppets from Kit's fingers and hurls them at Rakesh. A finger puppet happens to hit Rakesh square in the nose which sends a shard of his nasal bone straight into his brain, killing him instantly.
Finger Puppets crit: 10d100 ⇒ (59, 21, 49, 81, 97, 13, 1, 12, 64, 53) = 450

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I got cure blindness, cure disease, but nothing for poison. And I don't have anything to handle Rakesh's anger against puppets.

GM Watery Soup |

With Ansha recovered, the wayang tells the Pathfinders of a plan to free the other slaves, if only they could have the key to the manacles. The slavers don’t seem to be able to tell wayangs apart, so Swareti could slip among the slaves while wearing unlocked manacles, and wait for the duergar to turn their backs to unlock the manacles of the other slaves. Once freed from their shackles, the slave could run for freedom: the wayangs using their skill at stealth to sneak away, and the other freed slaves taking advantage of the duergar’s relative slowness.
Assuming the Pathfinders accept, Swareti thanks the Pathfinders for "more than you will ever know," and runs off to free his fellow slaves. News of the Pathfinders' deeds spreads far and wide across the Tapestry, countering some of the more pernicious rumors the Aspis Consortium had been spreading.
---
The Pathfinders recover the zombie's body, now just a corpse, from the waterfall. In its pockets, they find an Aspis Consortium badge, and a letter.
Bronze Agent Gaer Medlock,
Your work in the Tapestry has been commendable, but we are unable to commit any resources to evacuating mere Bronze Agents or those even more inferior. Our Thassalonian relic project has reached Gold Level work, and should you find a way to leave the Tapestry, I suggest you come work for me in Magnimar.
-Gold Agent Maiveer Sloan
This is your hook into #7-03.
---
Tanbaru thanks the Pathfinders, and offers his assistance in the future. But for the time being, he requests to return with the group to the Material Plane, so he can seek out his other half. The follow-up scenario to Tanbaru's storyline is #8-02, Ward Asunder.
On the way back to the extraction point, the unfettered eidolon congratulates the Pathfinders on clearing a blight in the Tapestry. She considers assisting the Pathfinder Society on future missions within the Tapestry.
When the Pathfinders return to the Grand Lodge, they find Aram Zey staring at the tapestry, deep in thought. The Master of Spells listens to their report from inside the Hao Jin Tapestry.
“The transformation of Naldak’s descendants into duergar was an unexpected and unfortunate development. However, what matters is that you recovered another piece of the Sky Key. You successfully completed your mission.” The Master of Spells returns his attention to the tapestry.
After a few moments, he barks, “Why are you still standing around? Didn't you say there was follow-up mission in Magnimar?”
In the following days, the Grand Lodge buzzes with excitement over their discovery of another piece of the Sky Key. The story of the Pathfinders' deeds grows out of proportion, and several junior Pathfinder agents ask the heroes to tell tales of how they defeated thousands of duergar without sustaining a single scratch.
End of scenario!

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Hacking and coughing, Ansha finally calms down as her system fights off the gas's effects. "Okay...Was not expecting that," she says between coughs. "But I have what we came for. Let's get out of here."
After the wayangs' escape and the party's return to the Grand Lodge, Ansha happily returns the Sky Key to Aram Zey, who promptly ignores them as soon as the report is given.
Sense Motive: 1d20 + 8 ⇒ (14) + 8 = 22
That's three 14s in a row.
Sensing the Master of Spells' approval behind the mask, she offers a bemused smile. "Happy to be of service."
With that, she returns to her wizard's tower in Absalom to prepare for their trip to Magnimar.

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Kit might, just might, have something to do with the slight exaggeration of the mission.

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Bravo!
Ending a slaver ring is always worth the effort, no matter the cost. We cannot abide by slaves being tortured and held against their will...ever!