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1. Stride
2. Strike v. Red
3. Strike v. Green
"It is indeed like that you wretched excuse for a soul! Hornbori of the dwarves is upon you!"
+1 striking Ghost Touch Dwarven Waraxe, 2-handed v. Red: 1d20 + 16 ⇒ (10) + 16 = 262d12 + 4 ⇒ (8, 12) + 4 = 24
+1 striking Ghost Touch Dwarven Waraxe, 2-handed v. Green, w/Sweep trait: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 202d12 + 4 ⇒ (8, 2) + 4 = 14

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As the situation in the room quickly devolves to its inevitable violent conclusion, Jayma wonders if she did the right thing by remaining in the shadows. Perhaps it would have been better if she'd come forward to try and sweet talk some information out of Raetullus. They needed to find the count and he was clearly not in this room. She hoped they would find him unharmed in another section of the dungeon because she suspected that none of their opponents would survive this encounter to help them with their search.
She sighs. There was nothing for it now but to finish this fight as quickly as possible. As with the devils upstairs, she once again strikes her staff on the ground and a concentrated ball of electricity forms in her palm. It crackles and rumbles like impossibly distant thunder as she spends a little extra time gathering more and yet more energy from her surroundings to increase the power of the charge. Finally, she flings it at Tascio Raetullus and says, "Naughty knight needs nasty knock."
Since Jayma is undetected, I believe that Raetullus is flat-footed to her spell attack.
Action 1, 2, 3 (◆◆◆): Cast a Spell: Horizon Thunder Sphere 3-Action, heightened to Level 2 vs Sir Tascio (Red)
Horizon Thunder Sphere (L2) Attack: 1d20 + 10 ⇒ (13) + 10 = 23 vs flat-footed
Horizon Thunder Sphere (L2) Damage: 5d8 ⇒ (5, 7, 4, 3, 2) = 21 electrical damage
The 3-action version of this spell has the following effect: This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target.
That's Jayma out of Level 2 spell slots. Her damage output will likely suffer somewhat because of this.

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well, don't feel too bad Arfsnarf is 100% out except for his focus point, and I'm not going to rush him into close-combat with his electro-claws just yet...
The goblin, hoping to capitalize on his successful intimidation, incants a bolt of flame at Tascio.
◆◆ Cast (somatic, verbal) produce flame vs RED
Spell attack, F damage: 1d20 + 9 ⇒ (7) + 9 = 162d4 + 4 ⇒ (2, 4) + 4 = 10
On a critical success, the target takes double damage and 1d4 persistent fire damage.
The little goblin then speaks a few more draconic words and throws up an arcane shield in front of him.
◆ Cast (verbal) shield, AC +1 until his next turn
As he does so, his scales begin to glow faintly, only momentarily.
Another +1 AC (to 21) due to Blood Magic.

GM Farol |

Hornbori charges in and strikes Tascio and a guard with his two well-aimed strikes. Well-visible splashes of blood decorate the floor.Two hits, red -24, green -14
Jayma gathers electricity that she throws in the shape of a sphere at Tascio. The ball hits him square in the chest. Hit red -21. I would have actually cast Scorching Ray if I were a small colorful gnome in the devil infested dungeon ;)
Arfsnarf gathers a ball of fire and sends it at Tascio, but he misses. He wonders what to do as something begins to burn his torso, it is that cursed wand that they found that started to radiate heat.
Then he protects himself with a shield of energy.
Tasio grimace in pain and then he takes a step forward to flank the dwarf, with a bit of flourish he strikes him with his rapier
Rapier@hornbori ff, frightened: 1d20 + 14 - 1 ⇒ (11) + 14 - 1 = 24
Damage, sneak attack: 2d6 + 4 ⇒ (2, 6) + 4 = 12 Hit Hornbori -12
The hellknight smiles and attacks with his main gauche trying to disarm Hornbori
Disarm, main-gauche vs reflex DC: 1d20 + 10 - 5 ⇒ (17) + 10 - 5 = 22 Success => Hornbori gets -2 penalty to his attack for a round
The other guard attacks Hornbori with his club
Intimidating Strike@Hornbori ff: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d6 + 8 ⇒ (1) + 8 = 9 Hit + frightened 1 -9
Attack@Hornbori ff: 1d20 + 11 - 5 ⇒ (16) + 11 - 5 = 22
Damage: 1d6 + 8 ⇒ (4) + 8 = 12 Hit Hornbori -12
Blood spills on Hornbori's face and he hesitates for a moment.
The other guard goes towards Emdi and strikes him
Intimidating Strike@Emdi: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d6 + 8 ⇒ (3) + 8 = 11 Hit Emdi + frightened 1 -11
Round 1 - Of a hunter and a prey
Hornbori -33 (42/75) | -2 penalty to attack frightened 1
Jayma
Arfsnarf
Sir Tascio -45
Interrogator Blue
Interrogator Green -14
Emdi -11 (57/68) frightened 1
Symeon
Itka hidden
???

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Hearing the sounds of combat, Itka gives up watching their rear and strides into the doorway. "Hmp." She tosses a Guidance spell at Hornbori, since he seems to be the worst off, then gives Sir Tascio a vicious glare and a crude gesture.
Hornbori gets a +1 status bonus to one attack roll, Perception check, saving throw, or skill check to use before my next turn.
Casting Evil Eye on Sir Tascio. DC 19 will save or frightened for up to 1 minute.
◆ Stride, ◆ Cast a spell, ◆ Cast a spell

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Emdi is not frightened - he has the Aura of Courage feat.
Emdi moves up to cover Hornbori, and fires at Sir Tascio.
Shortbow: 1d20 + 14 ⇒ (3) + 14 = 17
Piercing: 2d6 + 1 ⇒ (5, 1) + 1 = 7
Deadly?: 1d10 ⇒ 7 plus immobilized
Shortbow: 1d20 + 14 - 5 ⇒ (4) + 14 - 5 = 13
Piercing: 2d6 + 1 ⇒ (6, 1) + 1 = 8
Deadly?: 1d10 ⇒ 5 plus immobilized
"I got ya, bro."
Hornbori is no longer frightened at the end of Emdi's turn due to Aura of Courage.
Shortbow: 1d20 + 14 ⇒ (2) + 14 = 16
Piercing: 2d6 + 1 ⇒ (6, 3) + 1 = 10
Deadly?: 1d10 ⇒ 6 plus immobilized

Botting creature |

Botting Symeon
Symeon looks at Sir Tascio, looking for weaknesses
Devise Stratagem: 1d20 ⇒ 16
Secret roll: 1d20 ⇒ 14 +11 for Society; +9 for Arcana, Crafting, Medicine, Occultism, Nature, Academia Lore, or Surgery Lore; +7 for Religion.
Short end of the bow, +1 Stratagem: 16 + 10 = 26
Damage, Piercing: 1d6 ⇒ 6
Strategic strike: 1d6 ⇒ 2
Short end of the bow, +1, map: 1d20 + 10 - 5 ⇒ (10) + 10 - 5 = 15
Damage, Piercing: 1d6 ⇒ 4

GM Farol |

Itka strides into the room, she sends her spell to aid Emdi and hexes Tascio.
Will save, DC19: 1d20 + 11 ⇒ (20) + 11 = 31 Crit success - unafected
But he is unaffected, years of living in a devil-infested country could have something to do with that.
Emdi moves towards Hornbori and as he steps the interrogator hits him with the club
Club@Emdi: 1d20 + 11 ⇒ (19) + 11 = 30
Damage, bludgeoning: 1d8 + 6 ⇒ (7) + 6 = 13
Smashing him really hard. Emdi continues his stroll, reassuring Hornbori. Then he shots twice but both of his arrows miss. Even with guidance it is a miss
Symeon sends an arrow at Sir Tascio hitting him in the leg. His other arrow misses. He does not recall much about Hellknights.
Then Sabina stands up and her appearance changes slightly, she steps towards Hornbori and strikes him with her club
Club@Hornbori: 1d20 + 9 ⇒ (13) + 9 = 22
Damage, bludgeoning: 1d6 + 4 ⇒ (2) + 4 = 6
But misses.
Round 2 - Of a hunter and a prey
Hornbori -33 (42/75) | -2 penalty to attack
Jayma
Arfsnarf
Sir Tascio -53
Interrogator Blue reaction used
Interrogator Green -14
Emdi -24 (44/68)
Symeon
Itka hidden
White fort guard

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I would have actually cast Scorching Ray ..
Fuuuuuuu...! You're right; it would have been perfect for this situation. I forgot that I'd swapped Scorching Ray into her repertoire when I levelled her up to 4th. She's never used it and I didn't even have a template prepared for it. I do now though. Too bad she's out of level 2 slots.
Jayma winces as the blows rain down so effectively on Hornbori and Emdi. Tascio's evil minions were tougher than they looked. She considers her next move; both her weakening magical energies and the distance to her target limited her options. She decided to fall back on an old favorite that had served her well in several recent missions.
Closing her eyes in concentration, a strange blue light envelops her hands as she reaches out with her mind to pull the dampness from the surrounding stones. Water droplets form on the sweating surfaces of the nearby blocks and are immediately pulled away to join an ever increasing ball of water floating in the air before her. When she is satisfied, Jayma lets out a "soggy sphere smacks scoundrel" and the ball shoots forward to smash itself against the infernal hellknight.
Actions 1 & 2 (◆◆): Cast a Spell: Hydraulic Push vs Sir Tascio (Red)
Hydraulic Push (L1) Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Hydraulic Push (L1) Damage: 3d6 ⇒ (1, 4, 5) = 10 bludgeoning damage
Note: Target is knocked back 5 feet or 10 feet on a crit.
Jayma is a little frustrated to see Tascio still standing after the beating he's received so far. In her irritation, she says "dart damages devil devotee" and pounds her staff once into the ground. A dart of force appears in her open hand and streaks toward the hellknight.
Action 3 (◆): Cast a Spell: Magic Missile (1-action) vs Sir Tascio (Red)
Magic Missile 1: 1d4 + 1 ⇒ (2) + 1 = 3 force damage
She speaks the word, "protect," and the space around her shimmers for a moment.
Action 3 (◆): Cast a Spell: Shield - AC 19 (Hardness 5)

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Arfsnarf groans at his terrible aim. Looking back and forth, he spies a safe nook to retreat to where he still has a view of the hellknight. From the safety of it, he hurls his next ball of flame at him.
Take THAT nasty torture man!
◆ Stride 15'
◆◆ Cast (somatic, verbal) produce flame vs RED
Spell attack, F damage: 1d20 + 9 ⇒ (12) + 9 = 212d4 + 4 ⇒ (4, 3) + 4 = 11

GM Farol |

@Itka yeah you are right, I got confused, the bearded one got +1
I shall resolve the actions in reverse order for reasons...
Arfsnarf sends a ball of flame that hits Tascio who falls to the ground motionless.
Jayma sends a blast of water pushing the interrogator away from Symeon, then she protects herself with a shield.
Round 2 - Of a hunter and a prey
Hornbori -33 (42/75) | -2 penalty to attack | guidance
Jayma
Arfsnarf
Sir Tascio -53
Interrogator Blue -10 reaction used
Interrogator Green -14
Emdi -24 (44/68)
Symeon
Itka hidden
White fort guard

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Hornbori, heartened by the presence of Emmdi at his back, continues to attack, breaking into a dwarven battle song.
"Down through the valley
From black night's carnage
The dawn is lighted
By legends calling
Of golden armor
The axe of honor
Waking the mettle
In every heart!"
1. Strike v. Red w/ guidance
2. Strike v. Green
3. Intimidate Red or Green, if Red is dead.
"It is indeed like that you wretched excuse for a soul! Hornbori of the dwarves is upon you!"
+1 striking Ghost Touch Dwarven Waraxe, 2-handed v. Red w/ Guidance: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 312d12 + 4 ⇒ (10, 5) + 4 = 19
Critical Specialization Effect]If that's a crit, then Green takes 19 damage in addition to Red taking 38.
+1 striking Ghost Touch Dwarven Waraxe, 2-handed v. Green, w/Sweep trait: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 172d12 + 4 ⇒ (7, 8) + 4 = 19
Intimidate v. Red w/ Intimidating Prowess: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29

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Arfsnarf jumps up and down in celebration when Sir Tascio falls.
See torture guys? Your boss falls. Better run! he jeers, like an adolescent.

GM Farol |

@Hornbori, red is dead ;) so I will retarget your attacks to the living opponents, unless you are adamant on mauling the body
Hornbori swings his axe taking the head of the interrogator. Crit to green -38 dmg and dead
The other enemy dodges the hit but looks at the other guard worried. Soon the other guard. If you wish you can chase them or strike as white is still within range. Assuming that you don't, combat is over!
Sir Tascio lays on the ground slain when the commotion ends you can hear sound from within one of the iron maiden. When opened you can see a tied woman. When released, she looks at you surprised,
"Who are you? Where you hired to free me?" she asks
Feel free to interact with her as we begin the debrief.

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Just want to point out the critical specialization effect of an axe is to do normal damage to another adjacent enemy. So that second guy should've gotten 15 damage, too (I said 19, but it's 15).
Also, mea culpa, I forgot the -2 to hit.

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"We are from the Pathfinder Society, we weren't hired to free you - we were looking for our friend, Count Varian Jeggare. My name is Emdi, a loyal servant of Shelyn. May I ask who you are, and how we can return you to safety?"

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As the group moves in to rescue the woman, Symeon starts to hang out at the side of Hornbori, stitching up his wounds as the rest of the group chats with her.
"Hornbori, don't make any big sudden movements and this should be okay. I've given you a local anesthesia so it shouldn't hurt but you could tear something if you don't warn me."
He gives a smile at the woman, "Don't mind me, I'm just a surgeon and I want to make sure these wounds don't start to fester. Pay me no mind"

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Itka lumbers into the room, conjuring greasy black tentacles that grab an implement from the torture table and hurl it at the back of the last fleeing guard (white).
Telekinetic Projectile (P): 1d20 + 9 ⇒ (15) + 9 = 242d6 + 4 ⇒ (2, 2) + 4 = 8
"Hmp. They'll rouse the rest of the garrison. Best make this quick."

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Arfsnarf yells at the remaining guard to STOP! Right where you are!
If the guard stops he motions to Hornbori to tie him up quickly.

GM Farol |

Well, Hornbori's specialization effect, and Itka's telekinetic projectile would have taken the guard down.
As Arfsnarf yells for the guard to stop, Itka's hurl of a nasty-looking hammer takes the guard down. So he stops. As Arfsnarf wanted.
The woman looks at the Symeon work and comments "His whole left side is shutting down, when he smiles it is only half of his face doing anything. I don't know if that matters doc."
She looks at Emdi and nods her head "Yeah, We were captured when we met in Southgate Inn, my name is Sabina Malatesta. I am part of Glorious Reclamation, Count Varian Jeggare helped us couple of times despite our differences. After we were captured, some mercenaries took him away to another location per the orders of some woman called 'Aydrian Thrune'. I am not certain but they did mention the place 'Delvehaven."
She looks around and seems worried "My Armor, I don't know how much time will we have, but Hellknights will come here. I know that there are tunnels north from here that can lead outside of the place. We tried to find the way to those dungeons couple of times." She puts the armor and leads you through some not that big tunnels to the north...
More debriefing incoming, during weekend or Monday.

GM Farol |

You go through dump tunnels that quite frequently change their direction. In the beginning, you hear someone chasing you but very quickly you realize that the echo can play tricks in there, and those might be your own footsteps. After wading through water and withstanding a terrible smell you find your way out.
With no better idea, you head to Southgate inn. You meet with Nan who was already packing "I will have to leave this place sooner than lather, hell knights will come to investigate. I will not be able to land on my feet so I probably would have to change my identity and move to a different place." says
Sabina had not much more to say, she slept a couple of hours withstanding horrors in the castle dungeons.
After resting through the night Benedet shows up "I heard you did not find Count Varian" he rather states the fact than asks.
"I got some information from Radovan Virholt, he is Count's bodyguard who was away doing some errands for Count Varian. When he learned of him missing he began to look for him, but that is all that I know. He is a tiefling."
Benedet also offers aid in sending reports back to Pathfinders with your findings.

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Jayma waits patiently for Benedet to continue, but when he doesn't, she gets impatient. "So where can we find this Radovan Virholt? Does he know where the count is now?" Then to herself, "and what does his being a tiefling have to do with anything?"

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"We will, of course, help anyone who wishes to escape, escape. But we must find the Count first - are you able to give any aid beyond what's been offered?"

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Itka narrows her eyes at Benedet. "Hmp. Is there a reason you didn't tell us about Virholt earlier?" Hmp. Likely worried enough to forget details. But that won't help us if he forgets the one thing we need to rescue the Count.

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Arfsnarf gives Benedet a confused look.
... does it matter that he tiefling?
Starting with the hard-hitting questions.

GM Farol |

I assume that you tell Benedet what Sabina told you ;)
Benedet listens to your questions "I don't know where Radovan is, he sends me a letter that he will conduct a search on his own."
"I hoped that Virholt will show up earlier and you will be able to meet him. But it does not seem to be the case..." The real reason is, Virholt is introduced in 3-07, there is no mention of him in 3-04. I would mention him earlier but when we played the beginning of 3-04, the second part was not yet released... I decided to bring Virholt existence now, as otherwise I found it a bit iffy ;)
"Does it matter that he is a tiefling? No, yes, maybe. It may help you recognize him, otherwise, a goblin could come up and claim that he is Radovan Virholt. " Benedet smiles to Arfsnarf
Then he sits down and thinks for a moment about Emdi's question
"Well Aydrian Thrune is a distant relative of the Empress. That could mean that situation is direr than we fought. Oh, poor Excellency!"
"Delvehaven, there is an old abandoned Pathfinder Lodge called Delvehaven in the city of Westcrown. I think that might mean you have to travel to Westcrown to check for leads there. I can send a message to Pathfinder Society if you would like to report on your progress, his Excellency had a contact to whom a couple of times I passed secret letters."
Nan's speaks up
"The following day I will depart with a caravan towards Westcrown, I will leave it along the way, but you could join me. "

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Jayma turns to the group. "If the count is possibly being held in Delvehaven then we need to go there and find out. We don't have any other leads as to his possible whereabouts. If we run into this Aydrian Thrune person then we will deal with her like we would with any other devil lover that gets in our way." She almost spits on the ground at this last remark, but properly brought up princesses don't do such things.
She faces Nan. "As you are heading that way, I think it would be an excellent idea for us to accompany you and provide the caravan with some security from the dangers of the road." She she looks back at the rest of the group to gauge their reaction to her suggested course of action.

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"Yes, we've made it this far with our disguises, we can go further."

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Symeon nods at the information, not seeing much need to add anything beyond what his companions have been asking. "I think our disguises would be good enough for the road as well."

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"Hmp." Itka nods her approval. Her 'disguise' is mostly just herself. If she busies about a task, she truly looks like a servant or slave, older than her years.

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Hmm, yes I guess it only option. I just hope our fortune is good.
He brings his clacky rock out of his back of holding and rolls it into the ground between those assembled.
Clacky rock: 1d20 ⇒ 1
Uh oh...

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Jayma glances sharply at Arfsnarf. "What do you mean by Uh oh?" Is 1 a bad number? Why does everyone think that 1 is a bad number? Personally, I've found 14 to be the worst." She reaches down, snatches the clacky rock and rolls it herself.
Test20: 1d20 ⇒ 14
"Uh oh..."

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Haha
No no. Arfsnarf is professional fortune teller. It's like luck score. One is low, lonely, doomed number. You have to "talk to it" just right before you roll. You never hear it, but Arfsnarf do it.
He picks up the clacky rock and quickly pockets it.

GM Farol |

At dawn you depart with the caravan, pretending once again to be guards of the caravan. The previous day you prepared the letter hoping that Benedet truly can pass it to society.
The journey to Westcrown is mostly uneventful, a couple of days before you reach the city Nan's departed to stay at a friend's house in some small town.
The day before reaching Westcrown a courier finds you on a rode and gives letters to a caravan, you are surprised that some of them are addressed to you. Slides 3 and 4.

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Jayma shrugs off the whole fortune-telling episode with Arfsnarf. She wasn't particularly religious and superstition didn't play a big part in her make up. As far as the gods and their whims were concerned, she was a stoic. If they wanted to make things difficult for her then so be it; she loved nothing more than a good challenge. "Bring it on gods of fortune. I'm ready for you."
When they receive the note and map, Jayma can't help but be impressed. "That was quick." She frowns as she reads the note. "Looks like we'll need to go easy on Aydrian Thrune if we run into her." She doesn't look happy at being hobbled in this way. It was the Thrunes and their minions that had chased her out of her comfortable life in Cheliax and the chance to pay them back, if only in a small way, was something she'd been looking forward to.
Still scowling slightly, she says, "Let's go find this safehouse first, before we head to Delvehaven."

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Hey, we can't go easier on her than she go on us! Those are the rules! Arfsnarf barks back.
But yeah, we head to safehouse where we get off road and think clearly.

GM Farol |

You leave the caravan and head towards the safehouse, you make few turns and quickly find the place.
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. The door 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.
The shrine seems empty, but it is obvious that someone takes care of it. When you check the There’s a place under the lectern with a leather bag containing 6 moderate healing potions.
You can spend some time recalling knowledge about Delvehaven, Society to recall knowledge Diplomacy to gather information. Give me your bonuses and I shall do the rolls.

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Jayma claims one of the potions for herself and hands out the others. Twyl pokes his head out of her sleeve. She takes him in her arms, sits on one of the benches and starts petting him. "Poor Twyl. No one the play with." While distracting her familiar, Jayma tries to remember what she's heard of Delvehaven.
Action: Recall Knowledge (Society +13) - SECRET
Activity: Gather Information (Diplomacy +14) - SECRET
She's also got Gossip Lore at a lower bonus if that helps.
Action: Recall Knowledge ([Gossip Lore] +11) - SECRET

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Society +10
Itka glances around the shrine, wondering who lit candles and how long ago it was. "Hmp." Well, perhaps she should accept that this safehouse is actually safe. They have enough worries already. She eases down beside Jayma and begins pondering, working her jaw as if chewing cud while she dredges her mind for information on Delvehaven.

Akti |
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It seems to be a quiet moment. Akti pokes his little nose out of Itka's pocket and smells predator. But there's a slightly different quality to the scent, like something just beyond the ken of his nose. He recognizes it as the same difference he gained when that terrible god chose him to give Itka magic. This predator is clearly a familiar, so it may, possibly, not eat him. And he does *so* want to talk to someone about, well, lots of things and nothing really. Itka's pocket is safe, but it's lonely most of the time. With a deep breath, the black rat works up his courage and emerges from Itka's pocket. He looks the predator right in the eyes, tensed and ready to scurry back to safety, and waits to see what will happen.

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Diplomacy +10
Emdi will take a few minutes to help clean the shrine, wipe away some dust, light any incense or candles that have gone out, etc.

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Twyl is relaxing and feeling safe in the hands of his mistress when he catches some motion out of the corner of his half-closed eyes. He freezes as he stares into the eyes of a rat. His body tenses as he considers whether trying to fly away, or dive back into his mistress's sleeves, was the best way to escape this danger.
With Twyl, there's no fight or flight, it just flight, both literal and figurative.
His mistress notices the change and looks up. She then soothes Twyl through their empathetic connection. "Everything's fine. It's just Itka's friend; like you and me." Twyl relaxes. Ah yes, so it was. He remembers seeing the same rat when they were travelling in the wagon; it was the strange-looking crone's friend; not a danger. After another moment of eyeing each other, Twyl lifts one of his odd human-like hands. He waves at the rat and chirps a greeting. He wonders if it wants to be friends.

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Society +12 (woot level bump!)
Symeon takes his time to set up another halfling slave disguise and uses that to get out about the town, taking in all the details and snippits of society that people are only comfortable saying when no one (minus the 'help') is around.
Coming back from the streets he starts a small fire and starts to boil some water. "Anyone else want to wash up. I know that I put some grime on for the disguise, but this place makes me feel dirtier than before."
Anyone prefer if Symeon holds their healing potion? I promise to sue it on you if I can't use Battle Medicine.

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Arfsnarf bothers a few locals along the way to the safehouse to see what he can find out.
Diplomacy +10
Once they arrive he exhales in relief. Phew! This place look good and safe. It appears our bad like isn't finding us here!

GM Farol |

Jayma: 1d20 + 13 ⇒ (4) + 13 = 17
Symeon: 1d20 + 12 ⇒ (16) + 12 = 28
Itka: 1d20 + 10 ⇒ (1) + 10 = 11
Jayma: 1d20 + 13 ⇒ (2) + 13 = 15
Emdi: 1d20 + 13 ⇒ (5) + 13 = 18
Arfsnarf: 1d20 + 13 ⇒ (6) + 13 = 19
Hornbori: 1d20 + 13 ⇒ (11) + 13 = 24
Symeon, Itka and Jayma begin to recall what they could have read about Delvehaven, comparing rumors, recollections and and other clue that they may have.
You recall reading a brief description of Delvehaven in an old journal. The lodge faces a bluff overlooking the Adivian River. There’s a tall stone wall that surrounds the lodge and the sizable courtyard around it. The ground floor is sprawling compared to the more constrained upper floor.
You also recall that 10 years ago, a group of adventurers entered Delvehaven in search of an artifact held in a vault in the basement. The basement would certainly be the most secure location to keep someone captive.
Jayma very quickly leaves with the others to find some information on the streets with Arfsnarf, Emdi and Hornbori. You split and head to taverns, talk to beggars, fortune tellers and merchants. After an hour you come back to compare what you've learned
You bump onto some really nice, old lady that shares a story with you "You know what, I heard that when Aroden was alive, everything was better. Cows gave more milk, there was enough work and bread for everyone, I tell you that young boy, whoever would pray to Aroden he wound find a bag of golden coins. I tell you that, what good are devils if I can't get a bag of gold, Aroden that was times. Let me tell you that story when my grand-grand-grand-grandmother prayed for a good husbands..."
When you asked about Delvehaven a young delivery girl scratches her head, "I don’t think people go to that stretch of the road much, the surf makes an awful lot of noise and it’s a bit spooky, though I guess you seem like a person that would fit right in there. Well, I got to be on my way!" She run away
When you asked around about Delvehaven you heard a few tales told by some drunkards about a group of thieves that broke in there a couple of days ago, and apparently, hellknights are securing the place from thereon.
You find a stall with a fortune-teller, who promises you to tell you a thing about Delvehaven "Let me look into your cards, Yes I have a fool, two forks, and a sacred tree. You will lose money while looking for food there, so finally you will get fruit from the tree in the courtyard but it will be poisonous. "
Soom Jayma, Afrsnarf, Emdi and Hornbori come back. Since I am not sure if Hornbori is around today, feel free to open his spoiler.
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. "Is it a praying circle? You don't look like one." she laughs warmly
"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." She looks at you
Her image is on slide 3

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Jayma returns to the safehouse and tells the others what she's learned. "I heard that a group of thieves broke into Delvehaven a couple of days ago and that some hellknights then showed up to secure the place. Maybe they brought the count with them."
When the strange cloaked figure appears in the doorway, Jayma sends Twyl into her sleeve and flips the hood up to hide her features. She starts gathering magical energy into herself in preparation for spellcasting, but pauses when the woman speaks. When she hears that the woman was sent by Queen Abrogail II, she pulls her head deeper into her hood and turns it to one side. She decides to let the others do the talking in case the woman recognizes her.

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"There's an old woman who told me that people used to pray to the statue of Aroden and they'd get bags of golden coins!"
---
Emdi holds his palms open back towards their visitor. "My name is Emdi, we are not gathered here for the purpose of praying, although we do pray individually. My fealty is for the Eternal Rose, I seek peace, love, unity, and respect for all."

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@GM Farol: There's no spoiler for Itka's recall knowledge check. Is that because she recalls nothing?
Itka glowers at the paladin. "Hmp. That won't gain you any favors from Her Infernal Majestrix, Emdi." Saying nothing isn't lying, straight lace. Hmp!
She returns her sharp eyes to the newcomer. Hmp. No point in denying we're Pathfinders; we wouldn't be able to pull it off. She keeps her mouth shut for now, not wanting to sour things with someone who could very well ruin their chances of achieving their objective. Instead, she nods respectfully and guardedly at the woman and waits to see what will happen.

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Arfsnarf is happily focused on the fortune teller that he meets. He's (annoyingly) constantly telling the man in the stall about his own talents and showing off the clacky-rock. The man is not impressed.
He's so delighted that he almost forgets to tell his friends what he learned.
Oh yeah, if a tree in the courtyard has fruit... don't eat it!
------------------
When the woman arrives...
Arfsnarf doesn't pray, he finds his fortune!
He waits for several awkward moments before finally asking.
So what is queen's will? Did she leave us something in it?