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Pugsley bounds behind, carrying his large sack of battle weapons and massive grimoire. "Lets get there so we can bury some of this in the room."
Once he realizes the safehouse is a Shrine of Aroden he groans quite loudly. "No matter how far I go this arrogant fool seems to hound me." His labored breathing causes him to wheeze.

GM Doug H |

A shadowy staircase leads down from a narrow alley overlooked by boarded-up windows. After a turn, the staircase leads to a plain wooden door.
Behind the wooden door is something surprising. It opens to a candlelit chamber with stone walls and a concave ceiling. At the opposite end, fresh flowers surround a slightly cracked statue of Aroden. Well-worn wooden benches fill the chamber, and an empty lectern stands to the left of the statue. The dimly lit interior is welcoming and clean of dust.
This is the safehouse.
Art on Slide 1

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I feel safer already, Alonzo says sarcastically, turning to Flint. Don't you, cousin?
He sighs and takes a look about. Perception: 1d20 + 12 ⇒ (19) + 12 = 31

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"I think it best to prepare for the worst. If I've learned anything being a Pathfinder, it's that the worst is ALWAYS lurking beyond the next door, waiting to pounce."
Morgan works through two spells. One adds a layer of physical protection to her clothes, and the other bolsters her life force.
Cast Mage Armor and False Life

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"Don't be such a negative Nelly, Morgan. Or should that be a melancholy Morgan? Or maybe a morose Morgan."
Maggie strives on in to the safe house and makes herself at home.

GM Doug H |

As you banter a cloaked figure appears in the doorway and steps into the shrine. The candlelight plays off her long red hair and amber eyes, and she holds her empty hands visible as a sign of peace. Her sonorous voice echoes in the chamber. “I mean you no harm Pathfinders, nor does Her Infernal Majestrix, Queen Abrogail II of the Thrice-Damned House of Thrune, who has sent me here to inform you of her will. Will you listen?”
Art on Slide 1

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We agree to listen, but cannot promise more just now, Alonzo says.

GM Doug H |

She nods. "You may call me… Cinder." She steps into the room; her eyes flicker like coals in the dim light. "Her Infernal Majestrix herself offers her assurances to you… with certain conditions, of course. They are thus: if you successfully rescue Count Varian Jeggare from the clutches of Aydrian Thrune and are gone from Westcrown before next noon, you shall face no repercussions from House Thrune. Whatever unfortunate incidents happen to befall Aydrian in the process, it matters not. So long as you are well away from this place within the allotted time."

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"Cinder? Who names their kid after a fire-related noun? "
Flint is deadly serious. "Well, I mean, that's our goal, your ultimatum doesn't really change that. Now, since time seems to be of YOUR essence, howsabout you give us some help? Information, magic, beer? Whatever ya got." Diplomacy: 1d20 + 1 ⇒ (15) + 1 = 16
So I don't remember the last time I played a paladin who wasn't a good diplomat. I'm not sure I have ever in 35 years. So I typed up that post, then looked at my sheet to confirm my bonus.... and realized that Flint, Flint is the last time I did it. Oh well. Keeping the post.

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"The more help you can give us, the quicker we can take care of business and be gone as you request. Is there anything you can do to help us?"
Diplomacy: 1d20 + 11 ⇒ (20) + 11 = 31

GM Doug H |

"Oh… you don't like Cinder? It matches my lovely eyes and my hair."
Since you asked so nicely, my champion of Torag and my goblin nanny, I do have… boons… that are in my power to dispense. Two, in fact, because I like you so very much. The first I offer to each of you individually; the second I will only give when all of you unanimously agree to its condition."
"First, the individual boon. I can infuse your weapons with hellfire. It will burn anyone and hurt your goodly enemies." She raises one palm and drops the other, like balances on a scale. "But if you don't use this power well, it'll burn you back. Such is the nature of power."
She smiles at you. Let none say Cinder lacks for generosity.

GM Doug H |

Cinder giggles at the word “hell.”
So predictable. What about the rest of you?

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I, too, shall decline your generous individual offer, Alonzo says. When my companions have had their say, we would hear of your second boon.

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"Sounds like fun. I will give it a go. In fact... BAD GUYS ROASTING ON AN OPEN FIRE, HELL FIRE NIPPING AT THEIR NOSE"

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Morgan shrugs. "I will accept this boon, and your condition around our departure."
She holds out her staff, a weapon that she has rarely swung to do harm. It will be interesting to study the magic.

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”Of course, should we accept this hellfire, there won’t be any long term ramifications or some such things.” wonders Haggra aloud. ”Nor would be be able to track us through your hellfire. ”
sensing motive
”Very well, I feel I am uniquely suited to take advantage of such a boon. ”

GM Doug H |

Excellent. Your second boon is thus: I will provide you with a clue to find your beloved Venture-Captain. In exchange, you will hand over must hand over Aydrian Thrune to me… dead or alive. It doesn't matter.
You must unanimously agree to this to receive the boon.

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Alonzo nods. I accept the conditions set forth for this.

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"Sigh. I don't like it, but it seems more reasonable. Know this my companions, if this is the deal we strike, we cannot change our minds."

GM Doug H |

Cinder's eyes glitter when the Paladin agrees. How delightful. SHe turns to Morgan, Haggra, and Pugsley. And the rest of you?

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Morgan shrugs. "I have no need for a Thrune body." she says, employing the same odd verbal emphasis as Cinder. "You can have it."

GM Doug H |

Her Infernal magistrix will be… delighted.. I'll… pop in when the time's right to collect what you have promised.
Here is the clue for this game you play. Listen close. I will say it once.
Play hide and seek with the skull, the spider, and the doll and the count will find his way out of the dark.
She stands there for several long moments, smiling at you. In your mind, you each hear her voice telepathically whispering… House Thrune can always make use of more loyal subjects… such loyalty comes with GREAT rewards. Should you succeed in this mission and continue to excel in the field, Her Infernal Magistrix may well have uses for you. Ones that do not conflict with your obligations to the Pathfinder Society. Oh, the places you might GO…

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"Is there time for a bath? I feel like I need one. Come, let's get on with it."
Once gone he looks for the lectern.

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Haggra agrees with the team.
”Might be a little distasteful, but we need to find the Count. ”
Haggra takes Aydrian Thrune as his first lead.

GM Doug H |

Haggra the Hobgoblin, Search: 1d20 + 7 ⇒ (8) + 7 = 15
With that, Cinder steps out into the shadows. She is gone without a trace.
There’s a leather bag in the lectern. Inside are six lesser healing potions. Added a "Loot and Boons" slide.
I don't think we need to belabor this; your next destination is the Delvehaven Lodge.
✥ ✥ ✥
The former Pathfinder lodge of Delvehaven is located along the meandering Adivian Walk, the road that runs along the eastern shoreline of Westcrown’s Rego Sacero. At this point on the road, the shoreline has risen to a bluff with a 30-foot drop down to the surf below; the wind howls and the surf pounds below.
Delvehaven is massive. The building is surrounded by a wall that's 12 feet high. The front face of the lodge is almost 300 feet wide and it must be almost 500 feet long. This aligns with what Flint and Maggie remembered about Delvehaven having a sprawling ground level.
The stately but strange compound and the graceful walkway that connects its upper floors loom beyond the walls. Ahead, the front gates hang open, as if someone recently broke them down.

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"Looks like someone decided to break in ahead of us. If that's not typical, I don't know what is," Morgan says, a hint of an I told you so tone in her voice.
She then whispers a simple spell, allowing her to sense the presence of magic.
Detect Magic is her default Exploration activity.

GM Doug H |

She detects no magic from here outside the gates.

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"Well that's just great. Come on, there's no time like the present." Flint sallies forth with his shield up. Defense

GM Doug H |

Flint Thunderstriker, Defend: 1d20 + 9 ⇒ (10) + 9 = 19
Pugsley, Search: 1d20 + 5 ⇒ (5) + 5 = 10
Haggra the Hobgoblin, Search: 1d20 + 7 ⇒ (18) + 7 = 25
Maggie Poppins, Scout: 1d20 + 11 ⇒ (13) + 11 = 24
Alonzo Tamarisk, Other: 1d20 + 12 ⇒ (17) + 12 = 29
Torch 1: 1d20 + 5 ⇒ (19) + 5 = 24
Torch 2: 1d20 + 5 ⇒ (16) + 5 = 21
Torch 3: 1d20 + 5 ⇒ (14) + 5 = 19
Torch 4: 1d20 + 5 ⇒ (16) + 5 = 21
Torch 5: 1d20 + 5 ⇒ (12) + 5 = 17
Torch 6: 1d20 + 5 ⇒ (19) + 5 = 24
Torch 7: 1d20 + 5 ⇒ (4) + 5 = 9
Torch 8: 1d20 + 5 ⇒ (6) + 5 = 11
As you push open one of the broken doors of the gate you note that it's badly damaged and about to fall off its hinges. Whoever came through here had little disregard for Pathfinder history or property. Beyond is a sagging veranda with mildew-covered columns. Two weather-worn oak doors stand at the center. Each door has a circular carving of a road receding into the horizon decorating it. A wooden placard lays trampled on the veranda.
There are also eight men here, bearing torches. They seem to be guarding the entrance but aren't doing a stellar job of it.
Oi! Here's MORE of 'em! Let's kill these ones 'afore the bosses come back!! They have poorly-done tattoos of Asmodeus's red pentagram, and brandish their torches like weapons!
✥ ✥ ✥
Welcome to Delvehaven
──────────
BOLD IS UP!:
──────────
➤ Alonzo (58/58 HP)
➤ Haggra (35/35 HP)
➤ Maggie (56/56 HP)
--
Torchie 1 (-0 HP)
Torchie 6 (-0 HP)
Torchie 2 (-0 HP)
Torcie 4 (-0 HP)
--
Flint (49/49 HP)
--
Torchie 3 (-0 HP)
Morgan (36/36 HP) │ Mage Armor, False Life
--
Torchie 5 (-0 HP)
--
Pugsley (27/27 HP)
⠀⠀William (27/27 HP)
--
Torchie 7 (-0 HP)
Torchie 8 (-0 HP)

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What do they mean, "more of them"...? Alonzo says, quickly realizing that pausing to consider those words seems foolish.
Removing the ruminations from his reasoning, he releases an icy ray at #5.
spell attack: 1d20 + 10 ⇒ (14) + 10 = 24
cold: 2d4 + 4 ⇒ (1, 4) + 4 = 9
He then moves carefully through the double doors.
Verbal & somatic components for ray of frost, Stride.

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Maggie moves in and starts an annoying Goblin song to distract the enemies. She can affect 4 of them within 60 feet of her new position.
Performance: 1d20 + 15 ⇒ (16) + 15 = 31
Success against Will DC = -1 to Will Saves and Perception for 1 round, Crit success means it lasts a minute.
She then sings a song to inspire her companions with Inspire Courage, using Lingering Performance to extend the length of the effect.
Performance: 1d20 + 15 ⇒ (20) + 15 = 35
Crit success means it lasts 4 rounds.

GM Doug H |

Alonzo moves in and bloodies one of these guards with a simple ray of cold.
Gah! Make it stop! The guards are very distracted indeed; some blood starts to dribble out of their ears.
✥ ✥ ✥
Haggra is up
Happy new year!

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Haggra contemplates a shot with his crossbow at #5
Stratagem: 1d20 ⇒ 9
He decides against that plan, and instead draws his spiked chain and moves next to Maggie to give the goblin nanny some support.

GM Doug H |

Get 'em! For the First! Raaaarrrrgh!
Four of the devil worshipers rush in, swinging their torches at the goblin and the druid.
Torchbearer 1 vs Maggie: 1d20 + 7 ⇒ (10) + 7 = 17
Torchbearer 6 vs Alonzo: 1d20 + 7 ⇒ (15) + 7 = 22
B: 1d6 + 2 ⇒ (3) + 2 = 5 and 1 fire
Torchbearer 2 vs Maggie: 1d20 + 7 ⇒ (19) + 7 = 26
B: 1d6 + 2 ⇒ (5) + 2 = 7 and 1 fire
Torchbearer 4 vs Maggie: 1d20 + 7 ⇒ (5) + 7 = 12
Sparks fly as Maggie and Alonzo are bludgeoned and singed!
✥ ✥ ✥
Welcome to Delvehaven
──────────
BOLD IS UP!:
──────────
Alonzo (52/58 HP)
Haggra (35/35 HP)
Maggie (48/56 HP)
--
Torchie 1 (-0 HP) │ Goblin Songed
Torchie 6 (-0 HP)
Torchie 2 (-0 HP) │ Goblin Songed
Torchie 4 (-0 HP) │ Goblin Songed
--
➤ Flint (49/49 HP)
--
Torchie 3 (-0 HP) │ Goblin Songed
--
Morgan (36/36 HP) │ Mage Armor, False Life
--
Torchie 5 (-9 HP)
--
Pugsley (27/27 HP)
⠀⠀WIlliam (27/27 HP)
--
Torchie 7 (-0 HP)
Torchie 8 (-0 HP)

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"Imma gonna teach ye varmints a lesson in manners!"
He steps up and gives a war cry, "WITH ME HAMMER!" as he brings it down on the devil worshiper in front of him:
Hammer! v. 4: 1d20 + 9 ⇒ (10) + 9 = 19 for DMG if hit: 1d8 + 3 ⇒ (8) + 3 = 11
Hammer! v. 4: 1d20 + 4 ⇒ (14) + 4 = 18 for DMG if hit: 1d8 + 3 ⇒ (2) + 3 = 5
Hammer!: 1d20 + 9 ⇒ (18) + 9 = 27 for DMG if hit: 1d8 + 3 ⇒ (6) + 3 = 9

GM Doug H |

Flint swings his warhammer in wide arcs, dropping the torchbearer with meaty thwacks to the skull. Not yet! the man screams. The fear in his eyes is from something else that isn't Flint. His soul was promised to Hell, and that's where it's going now.
#3 drops his torch, draws a loaded crossbow, and fires it at Flint.
Hand Crossbow: 1d20 + 5 ⇒ (13) + 5 = 18
The bolt clatters off dwarf's armor.
✥ ✥ ✥
Welcome to Delvehaven
──────────
BOLD IS UP!:
──────────
Alonzo (52/58 HP)
Haggra (35/35 HP)
Maggie (48/56 HP)
--
Torchie 1 (-0 HP) │ Goblin Songed
Torchie 6 (-0 HP)
Torchie 2 (-0 HP) │ Goblin Songed
--
Flint (49/49 HP) │ Reaction Available
--
Torchie 3 (-0 HP) │ Goblin Songed, xbow drawn
--
➤ Morgan (36/36 HP) │ Mage Armor, False Life
--
Torchie 5 (-9 HP)
Torchie 8 (-0 HP)
--
Pugsley (27/27 HP)
⠀⠀William (27/27 HP)
--
Torchie 7 (-0 HP)

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Action 1-3: Animate Dead (2nd)
"Made a pact with an imp, have you? As someone who's done that, it's a terrible idea to subsequently get in a fight with dangerous individuals. Like these," Morgan says, launching into a series of arcane gestures that invokes necromantic magic.
Wispy black tendrils of magic swirl and cavort, leaving Morgan's fingertips and stopping at a point behind one of the cultists. Moments later a plague-ridden zombie emerges!
"Slay that man," she says with a gesture. It complies.
Fist vs 2 (Flat-footed): 1d20 + 9 ⇒ (15) + 9 = 24
Damage (B): 1d8 + 4 ⇒ (6) + 4 = 10 plus DC 18 Fort vs Zombie Rot

GM Doug H |

I — noooo! The man howls as he dies as the mindless zombie tears his flesh apart. No save needed because he dead from a crit
Torchie 5 runs up to Alonzo and takes a swing…
Torchbearer 5 vs Alonzo: 1d20 + 7 ⇒ (2) + 7 = 9
— whiff!
Torchie 8 runs from around the corner. He draws a crossbow and shoots it at Maggie!
Torchbearer 8 vs Maggie: 1d20 + 5 ⇒ (10) + 5 = 15
The bolt plops into the ground at her feet.
The men look afraid but clutch their weapons with white knuckles.
✥ ✥ ✥
Not going well for team devil worship
Party Conditions: Allies Inspired 4 rounds
Battlemap
──────────
BOLD IS UP!:
──────────
Alonzo (52/58 HP)
Haggra (35/35 HP)
Maggie (48/56 HP)
--
Torchie 1 (-0 HP) │ Goblin Songed
Torchie 6 (-0 HP)
--
Flint (49/49 HP) │ Reaction Available
--
Torchie 3 (-0 HP) │ Goblin Songed, xbow drawn
--
Morgan (36/36 HP) │ Mage Armor, False Life
--
Torchie 5 (-9 HP)
Torchie 8 (-0 HP)
--
➤ Pugsley (27/27 HP)
⠀⠀➤ WIlliam (27/27 HP)
--
Torchie 7 (-0 HP)

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Seeing Alonzo in a bit of a bind Pugsley bounds in, shaking is fur as a chilling cold creeps through the air.
Chilling Spray (#5 and #6) Cold Damage: 4d4 ⇒ (2, 2, 2, 1) = 7 DC 19 Basic Reflex Save
◆ Stride
◆◆ Chilling Spray
HP 27/27
AC 17 (18 w/ shield)
Spells (1) | (2) Chilling Spray
Focus Points 1/1
Hero Points 3/3
William
HP 27/27
AC 19

GM Doug H |

Ref 6: 1d20 + 7 ⇒ (14) + 7 = 21
The torchbearers avoid the worst of the spray, somehow. Perhaps their luck is turned?
The last torchbearer rushes in and tries to pick on Pugsley!
Torch: 1d20 + 7 ⇒ (3) + 7 = 10
Nope, their luck hasn't turned.
Flint is ready with his reaction but this person also manages to only burn some weeds.
✥ ✥ ✥
Not going well for team devil worship
Party Conditions: Allies Inspired 4 rounds
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Alonzo (52/58 HP)
➤ Haggra (35/35 HP)
➤ Maggie (48/56 HP)
--
Torchie 1 (-0 HP) │ Goblin Songed
Torchie 6 (-3 HP)
--
Flint (49/49 HP) │ Reactin Available
--
Torchie 3 (-0 HP) │ Goblin Songed, xbow drawn
--
Morgan (36/36 HP) │ Mage Armor, False Life
--
Torchie 5 (-12 HP)
Torchie 8 (-0 HP)
--
Pugsley (27/27 HP)
⠀⠀WIlliam (27/27 HP)
--
Torchie 7 (-0 HP)

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Haggra tries to determine his best attack against #7.
strategem: 1d20 ⇒ 20
He then grins and swings his spiked chain at the torchbearer!
+1 cold iron spiked chain, strategic strike, inspires: 20 + 10 + 1 = 31 Magic cold iron, : 1d8 + 1 + 1 + 1d6 ⇒ (2) + 1 + 1 + (2) = 6 12 piercing + 1 fire and 1 evil
waiting to see outcome

GM Doug H |

The devil-worshiper wonders what's so funny. But not for long as his soul is whisked away to Hell.
7 is out.
Alonzo & Maggie are up!

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Alonzo moves opposite Pugsley and tries to introduce #5 to some fire.
spell attack vs. flat-footed AC: 1d20 + 10 ⇒ (9) + 10 = 19
fire: 2d4 + 4 ⇒ (1, 3) + 4 = 8
Step, verbal & somatic components for produce flame.

GM Doug H |

Five burns… he falls having a preview of the eternal pain in store as his soul, too, is whisked to Hell.
5 is odownt. Finally, this init block is getting more reasonable!
Maggie is up!