
![]() |

Taking a step back, Keliara lifts another stone from the pavement to try to subdue the clockwork.
◆ Step
◆◆ Telekinetic Projectile
Projectile: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

![]() |

Xixotli tries to manually unwind Junior's spring, while Tifali keeps the eidolon magically warded.
◆ Grapple (Xix), ◆◆ Act Together (cast protect companion and try Athletics to unwind Junior's gear)
Grapple: 1d20 + 7 ⇒ (15) + 7 = 22

![]() |

An unusual approach, but a creative one that makes sense. Along with a good roll, I am going to take Tifali's turn as stated and end this encounter,
Once you stop Junior from running amok through the market, Wystorn approaches you
Thank you for assisting me. As the wizard responsible for the library and the vaults below the Cathedral, I recently branched out from creating homunculi. Junior was my newest project. I made the custom clockwork to help me maintain and catalog the items in the vaults below the lodge. The clockwork can temporarily animate additional objects like mops, brooms, and ladders, to assist itself and myself with our work. Junior is also programmed to intercept anyone entering the vaults without an escort or a special pass from the lodge’s staff.
Wystorn looks over Junior and frowns as he points out some damage.
This damage doesn’t look like it came from any of you. Someone must have attacked him, and he malfunctioned as a result.
As if on cue, the bells of the cathedral begin ringing again.
Go defend the lodge from intruders while I work to repair the damage Junior did and ensure no more animated objects start attacking their owners. Thank you for minimizing the damage to Junior as he hands you two minor healing potions before you go.
The rest of your trip to the Almas Lodge is uneventful.
As you approach the Lodge, Junior’s trail of destruction is apparent, and while many of the people you see appear bewildered and distraught, you don’t encounter anyone else actively battling animated objects.
At the lodge, a pair of Pathfinder guards at the door seem to be watching for someone to come out, as much as they are watching for someone to come in.
The guards, Ydranno and Resevet, hurriedly address you:
“Thank goodness you’ve arrived! The others could use some help down in the vaults. We believe that's where all the intruders are now. It seems to be a smash and grab gone wrong. Just follow Junior’s trail of destruction; there’s a secret door that isn’t so secret anymore.”
When you enter the lodge, a stairway down to the vaults is now visible in a small antechamber near the entrance. The hallways and the rooms in the vaults all have 10-foot-high ceilings. Regularly spaced everburning torches in wall sconces provide light throughout. The vaults beneath the cathedral are a veritable maze to the uninitiated, and you initially don’t encounter anyone—either allies or enemies—as you search for intruders.
Roughly 10 minutes after you enter the vaults, there’s an audible sound of something clattering to the floor in a nearby room, followed by some unintelligible cursing.
The sound came from a large room at the end of a short hallway, a storage chamber for lore and relics— one of many such rooms beneath the lodge.
Do you want to many any quick preparations before you investigate the noise? Are your exploration activities what you want them to be?

![]() |

I've change Hui Kong from Scout to Search, since Zazu's already scouting, and seems that Hui Kong's +5 perception is the highest? :)
Gripping his staff firmly, Hui Kong strides to the front, taking a quick glance behind to see if everyone else is ready.
No special prep

![]() |

Tifali will maintain a spell (protect companion) as the group navigates the maze.

![]() |

Tifali will maintain a spell (protect companion) as the group navigates the maze.
The tiefling begins anxiously reciting a spell towards his sister.
Morthos will do the same.

![]() |

Zazu keeps his staff in front of him as he looks for any signs of danger.
No prep here, nothing to prep with :D

![]() |

Here we go
Black: 1d20 + 4 ⇒ (2) + 4 = 6
Blue: 1d20 + 4 ⇒ (1) + 4 = 5
Red: 1d20 + 4 ⇒ (4) + 4 = 8
Green: 1d20 + 4 ⇒ (10) + 4 = 14
PONTRIUS TILASTI: 1d20 + 6 ⇒ (8) + 6 = 14
Morthos Talandro, protect companion: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Zazu, Scout: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Keliara Irsiya, Search: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Hui Kong, Search: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Tifali,protect companion: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
The room has walls lined with shelves filled with a variety of objects, books, and boxes. Numerous columns support the ceiling and cast long shadows that dance in the light cast off by a spinning, glowing device at the center of the room.
The device is an orrery representing some unknown solar system. The reason for the cursing is apparent.
A stabilizing rod lies on the ground, and the rings of the orrery are spinning haphazardly around, generating branching arcs of electricity along its many arms and planetary bodies.
The whole southern third of the room has sustained extensive damage from the intruders’ efforts to destroy the room’s contents; the rubble there is difficult terrain.
The intruders are obviously not happy with your interruption.
New slide 6 inserted. Five Intruders toward the southern part of the room.
Round 1
Bold may act
Keliara Irsiya (-3 HP)
Hui Kong
Tifali
Zazu
PONTRIUS TILASTI
Green
Red
Black
Morthos Talandro (-2 HP)
Blue

![]() |

Zazu looks at the room trying to figure out what is happening
He waves his staff and the ground between them and two of the intruders change into swamp, the stones begin to change their consistence.
Spending two actions to cast Warped terrain marked with dotted purple lines, DC18 to disbelieve if they interact or seek. Difficult terrain
"That should stop them, why don't we jump on that grounp" yells Zazu pointing to the other side
Then ratfolk runs to the side.
Cast warped terrain, move

![]() |

"So here we go again..." Hui Kong sighs, but with a smirk on his face.
Seeing Zazu take care of one side of the room, he moves to the other, keeping back as he's unsure of the capabilities of the intruders. Spinning his staff in the air, he summons a crack of lightning that arcs between two of them.
vs green, red: electric arc: 1d4 + 3 ⇒ (1) + 3 = 4 Basic Ref DC17
Stride, Cast Electric Arc

![]() |

Keliara moves forward, trying to partly hide herself behind a pillar. Staring at the intruder clad in red, her eyes take on a dark blue color as she casts a hex.
◆ Stride
◆◆ Evil Eye, DC10 Will save

![]() |

Tifali and Xixotli approach, Xixotli bearing his fangs while Tifali invades one of the intruder's minds.
◆ Act Together (Stride and Stride), ◆◆ Cast a Spell (daze on black)

![]() |

As you move closer, you can see the electricity crackle around the orrery.
Green Reflex DC 17 4 Damage: 1d20 + 8 ⇒ (3) + 8 = 11
Red Reflex DC 17 4 Damage: 1d20 + 8 ⇒ (7) + 8 = 15
Red Will DC 10 Evil Eye: 1d20 + 4 ⇒ (17) + 4 = 21
Black Will DC 17 4 Daze: 1d20 + 4 ⇒ (15) + 4 = 19
Black Will DC 18 Illusory Terrain: 1d20 + 4 ⇒ (5) + 4 = 9
Blue Will DC 18 Illusory Terrain: 1d20 + 4 ⇒ (15) + 4 = 19
Zazu waves his staff, and the ground appears swampy, at least to one of the thugs on one side of the room.
Hui Kong moves and manages to seriously shock a couple of the bandits.
Keliara moves up and casts a spell, but her Evil Eye doesn't seem to impact the target.
Tifali and Xixotli move up, and Tifali manages to partially confuse one of the bandits.
An evil looking spellcaster moves up.
Leave us alone if you know what is good for you.
◆ Stride
◆◆ Cast Electric Arc at Zazu and Hui Kong
Electric Arc damage: 1d4 + 4 ⇒ (3) + 4 = 7
Green moves up to attack Hui Kong
◆ Stride
◆ Draw a dagger
◆ Strike Hui Kong
Dagger Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Piercing damage: 1d4 + 1 ⇒ (1) + 1 = 2
Red moves up to attack Keliara
◆ Stride
◆ Draw a dagger
◆ Strike Keliara
Dagger Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Piercing damage: 1d4 + 1 ⇒ (2) + 1 = 3
Black moves up, but appears to struggle with the floor, believing it to be difficult terrain.
◆ Stride
◆ Stride
◆ Draw a dagger
Round 1
Bold may act
Keliara Irsiya (-3 HP)
Hui Kong (Reflex Save DC 18 versus 7 Damage)
Tifali
Zazu (Reflex Save DC 18 versus 7 Damage)
PONTRIUS TILASTI
Green (-4 HP)
Red (-4 HP)
Black (-2 HP, Believes warped terrain )
Morthos Talandro (-2 HP)
Blue (Saved versus warped Terrain)

![]() |

Morthos and his spectral sister join Keliara in attempting to help surround her foe.
The tiefling seems more intrigued with the spellcaster.
You seem... capable. He mutters a spells towards Lidya while keeping this focus.
◆ Act together (both Stride 15')
◆ Cast (verbal) Boost Eidolon
Handing off last action ◆ to Lidya.

Lidya Irsiya |

Act together (strided 15')
She frowns at her brother, partially curious at why he seems to be looking past their immediate foes.
He must know something...
Her flame blade brightens before slashing at the thug.
◆ Strike RED protector firebrand, F damage (boosted): 1d20 + 7 ⇒ (13) + 7 = 201d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8 deadly d8 if applicable

![]() |

The thug dressed in Red crumples under Lidya's onslaught, obviously dead.
Blue moves up, not paying any attention to the warped terrain. They move to attack Xixotli.
Blue moves up to attack Xixotli
◆ Stride
◆ Draw a dagger
◆ Strike Xixotli
Dagger Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Piercing damage: 1d4 + 1 ⇒ (1) + 1 = 2
All my thugs who have rolled attacks rolled fours.
GM reminder: You were asked to take prisoners if possible
I added a picture of the Spellcaster to slide 8
Round 2
Bold may act
Keliara Irsiya (-3 HP)
Hui Kong (Reflex Save DC 18 versus 7 Damage)
Tifali
Zazu (Reflex Save DC 18 versus 7 Damage)
PONTRIUS TILASTI
Green (-4 HP)
Red (-4 HP)
Black (-2 HP, Believes warped terrain )
Morthos Talandro (-2 HP)
Blue (Saved versus warped Terrain)

Lidya Irsiya |

oops, Lidya got carried away. Actions and consequences. :D

![]() |

Reflex save, DC18: 1d20 + 7 ⇒ (20) + 7 = 27 Zazu dodges the lightning with ease, letting it hit the wall
"This is not my first rodeo you second-rated sorcerer!"
He lowers his staff and a spray of colors hits one of the thugs.
Casting Color spray @ green Will save DC18. It has an incapacitation trait but maybe the thugs are no higher than CR2.
Then he raises his shield

![]() |

Green Will save: 1d20 + 4 ⇒ (1) + 4 = 5
Green claws at their eyes as the spell overwhelms their senses.
Round 2
Bold may act
Keliara Irsiya (-3 HP)
Hui Kong (Reflex Save DC 18 versus 7 Damage)
Tifali
Zazu
PONTRIUS TILASTI
Green (-4 HP, Stunned 3, Blinded 1 minute)
Red (-4 HP)
Black (-2 HP, Believes warped terrain )
Morthos Talandro (-2 HP)
Blue (Saved versus warped Terrain)

![]() |

Keliara, I have a witch also. Shouldn't your hex DC be 17?
ref DC18: 1d20 + 5 ⇒ (19) + 5 = 24
Hui Kong grimaces as he is hit by a similar arc of lightning, although he manages to dodge the worst of it.
Before his own spell dissipates completely, Hui Kong's spinning staff draws part of the electricity, keeping his weapon crackling. Noting that his nearest foe has been stunned and blinded for now, Hui Kong shifts his attention to the spellcaster, dashing ahead while spinning his staff to slam it down upon his target.
Will go lethal for now, because he should have enough HP to take it for now.
Arcane Cascade, Stride, Strike
+1 Staff (2H): 1d20 + 9 ⇒ (16) + 9 = 25 bludgeoning: 1d8 + 4 ⇒ (3) + 4 = 7 +1 electricity from Arcane Cascade

![]() |

Tifali funnels more magical power into the couatl, who strikes at the approaching thug.
◆ Cast a Spell (boost eidolon, ◆ Act Together (Cast a Spell (protect companion) and Strike vs Black, ◆ Strike #2 vs Black
Strike #1 vs Black (jaws): 1d20 + 7 ⇒ (1) + 7 = 8
Damage (P, nonlethal, boost): 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12 plus 1 good
Strike #2 vs Black (wing; agile): 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11
Damage (P, nonlethal, boost): 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7 plus 1 good

![]() |

@Hui Kong, you are absolutely right, I don't know where I got the 10. Thank you!
Keliara concentrates on a new spell she hasn't had the chance to try out before in an attempt to subdue an intruder without killing them.
Alright. I can do this.
Channeling her energy into what seems to be their boss, she tries to make them drowsy.
Casting Sleep, Will DC17 on the boss. Bottom left corner of the square so as to not hit Hui Kong.

![]() |

Hui Knog strides forward and soundly whacks the enemy spellcaster.
Critical Hit!
Tifali boosts Xixotli and Xixotli strikes out at the bandits, unfortunately whiffing the air around them.
PONTRIUS TILASTI will save DC 17 Sleep: 1d20 + 6 ⇒ (3) + 6 = 9
The enemy Spellcaster slumps down and starts snoring.
The Rogue in the Black outfit tries to stab at Xixotli. He hits in the first strike, but misses with the next two.
First Dagger Attack at Xixotli: 1d20 + 6 ⇒ (14) + 6 = 20
Piercing Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Second Dagger Attack at Xixotli: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7
Piercing Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Third Dagger Attack at Xixotli: 1d20 + 6 - 8 ⇒ (11) + 6 - 8 = 9
Piercing Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Green drops his dagger, falls to their knees and starts saying "I surrender"
Round 2
Bold may act
Keliara Irsiya (-3 HP)
Hui Kong (-3 HP)
Tifali (-3 HP)
Zazu (Shield Up)
PONTRIUS TILASTI (-16 HP, asleep)
Green (-4 HP, Stunned 3, Blinded 1 minute)
Red (-4 HP)
Black (-2 HP, Believes warped terrain )
Morthos Talandro (-2 HP)
Blue (Saved versus warped Terrain)

![]() |

Would we be able to revive red with some treat wounds/healing afterward?
Lidya! Take it easy this time! We're supposed to bring them back for questioning if we can. Enough blood has been shed.
He recites the empowering spell towards her as she starts to head across the room to join Xixotli.
◆ Act together
(Act together) Cast (verbal) Boost Eidolon
Handing off ◆◆ to Lidya.

Lidya Irsiya |

(Act together) Stride 25'
◆ Stride 10'
◆ Strike BLUE protector firebrand, F damage (boosted): 1d20 + 7 ⇒ (1) + 7 = 81d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Her spectral form flow through the chaos and emerges next to Xixotli. As she winds up to thrust at the thug in front of her Xixotli hears a barely-audible yelp. She caught her toe in a groove in the floor so the swing is horribly clumsy and easily dodged.

![]() |

1=Xixotli, 2=Lidya: 1d2 ⇒ 2
The Blue bandit tries to take advantage of Lidya's stumble and attacks, hitting her with the first stab.
First Dagger Attack at Lidya: 1d20 + 6 ⇒ (14) + 6 = 20
Piercing Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Second Dagger Attack at Lidya: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
Piercing Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Third Dagger Attack at Lidya: 1d20 + 6 - 8 ⇒ (5) + 6 - 8 = 3
Piercing Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Round 3
Bold may act
Keliara Irsiya (-3 HP)
Hui Kong (-3 HP)
Tifali (-3 HP)
Zazu (Shield Up)
PONTRIUS TILASTI (-16 HP, asleep)
Green (-4 HP, Stunned 3, Blinded 1 minute, surrendered)
Red (-4 HP)
Black (-2 HP, Believes warped terrain )
Morthos Talandro (-6 HP)
Blue (Saved versus warped Terrain)

![]() |

Zazu moves to the side and tosses a rock at the caster hoping to not take them down
Telekinetic Projectile@PONTRIUS, non-lethaly: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Damage, bludgeoning: 1d6 + 4 ⇒ (3) + 4 = 7
Move, cast spell. Now I am not sure if this is according to rules. Telekinetic projectile says that attack has no magical or any other trait. I think that you can

![]() |

Zazu, the caster is asleep from Keliara's spell, and an attack will likely wake them. Are you sure you wouldn't rather attack Blue or Black?

![]() |

Ugh, my bad, yeah I would prefer than black. sorry about that

![]() |

I should point out that sleep in 2E has been significantly nerfed.
From Sleep spell: "A creature that falls unconscious from this spell doesn't fall prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat."
From Unconscious condition: "You take a –4 status penalty to AC, Perception... If you're unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways... There's loud noise going on around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed."
So when Keliara cast the spell, when it reached his turn (and before Morthos' turn), he would have attempted a Perception check to attempt to wake up. Not sure if the GM want to retcon that or just handwave it. Will wait on this before posting.

![]() |

Interesting. I am investigating. So far, I have not seen a DC listed for any Noise. I would assume DC 10 unless someone has a more authoritative number?

![]() |

Tifali generates an arc of lightning between two attackers, while Xixotli lashes out at the one who stuck him.
◆ Cast a Spell (boost eidolon), ◆◆ Act Together (Cast a Spell (electric arc on blue and black) and Strike vs black)
Electricity Damage (basic Reflex DC 17): 1d4 + 4 ⇒ (2) + 4 = 6
Strike #1 vs Black (jaws): 1d20 + 7 ⇒ (14) + 7 = 21
Damage (P, nonlethal, boost): 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9 plus 1 good

![]() |

OK, I am going to RETCON a little bit. First we'll see how he does on the Perception check. I believe the -4 from Unconscious should apply
PONTRIUS TILASTI perception, with the minus for Unconscious: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
I am ruling he failed the perception check, since perception DCs start at 10.
The Bandit with the Black trim falls when hit by the rock Zazu send toward them.
Reflex save for Blue: 1d20 + 8 ⇒ (19) + 8 = 27
Reflex save for Black, just for completeness sake.: 1d20 + 8 ⇒ (19) + 8 = 27
The Blue haired Rogue deftly dodges Tifali's Electric Arc.
Redirecting Xixotli's attack, since Black is down
But when the Blue Haired Rogue dodges the Electric Arc, they move directly into Xixotli's strike, which drops them to the ground.
I am keeping you in Rounds, as the Caster may wake up next round.
Round 3
Bold may act
Keliara Irsiya (-3 HP)
Hui Kong (-3 HP)
Tifali (-3 HP)
Zazu
PONTRIUS TILASTI (-16 HP, asleep/Unconscious)
Green (-4 HP, Stunned 3, Blinded 1 minute, surrendered)
Red (-4 HP)
Black (-9 HP, Believes warped terrain )
Morthos Talandro (-6 HP)
Blue ( -9 HP Saved versus warped Terrain)

![]() |

I think Keliara should still be in initiative as she hasn't acted yet?
Keliara uncoils a long rope from her satchel and goes over to the downed spellcaster.
"Help me tie him up before he wakes up! And make sure he can't move his hands!"
The woman tries to tie up the spellcaster against a pillar to the best of her ability.

![]() |

Morthos and Lidya converge on the sleeping caster, and the tiefling retrieves a coil of rope from his pack. He begins wrapping it tightly around the man...
◆ Act together (both Stride)
◆ Interact: draw rope
◆ Interact: tie up caster? (I don't know what kind of activity this is or if it fits in one action)

![]() |

I'm trying to figure out what kind of action that is as well.
Given the number of people around him who haven't acted yet, I am going to say you can restrain him against the pillar before he wakes up.
With Green surrendered and the Caster restrained, I will go ahead and call this combat. The Caster only has 8 HP left anyway, so you could knock him out.
Dropping you out of Initiative.

![]() |

Would we be able to revive red with some treat wounds/healing afterward?
I didn't see an answer to this. Some damage was nonlethal and can we do more restraining/reviving to recover prisoners from bodies.

![]() |

I missed that. Apologies, as it ahs been a busy week. I am going to rule you can't et Red back, as these bandits only have 6 HP to start with. He had 4 damage, and you hit him for 8 additional.
The others didn't go down as hard, so you have the caster and three bandits restrained.

![]() |

No worries at all. Thanks!
After securing the caster, Morthos surveys the remaining thugs and turns to his team. Who has additional rope for them! Let's get them wrapped up and then we can start the questioning.
He turns to the dead thug, frowning.
Except that one...

![]() |

Zazu keeps his spells ready if the caster wakes up, and finally relaxes when the fight is over.
He looks around the room, trying to understand what the bandits tried to do in there...

![]() |

As you look over your prisoners, you notice that each of the intruders wears pendant tucked inside their clothing that resembles a stylized claw.
Zazu's Society (T): 1d20 + 8 ⇒ (7) + 8 = 15
Keliara Irsiya's Society (T): 1d20 + 7 ⇒ (12) + 7 = 19
Hui Kong's Society (T): 1d20 + 7 ⇒ (12) + 7 = 19
Hui Kong's Warfare Lore (T): 1d20 + 7 ⇒ (9) + 7 = 16
That this is the symbol for a mercenary group called the Devil’s Claws. Their membership is made up in large part by Hellknight rejects.
What else would you like to do?

![]() |

Assuming the thugs are all tied up and ready to be delivered out of this place...
Morthos and Lidya approach the large device in the center of the room.
He casts his arcane sign onto it to try to figure out what it is, and what it is doing.
Detect magic
Arcana: 1d20 + 3 ⇒ (19) + 3 = 22

![]() |

The device is an orrery representing some unknown solar system. The reason for the cursing is apparent. A stabilizing rod lies on the ground, and the rings of the orrery are spinning haphazardly around, generating branching arcs of electricity along its many arms and planetary bodies.
The scenario doesn't give me information on fixing it, just that if you end your movement next to it, it does 1d6+3 Electricity damage.
Are you going to search and/or question your prisoners before you turn them over to the rear guard? Remember your 5 Ss: SEARCH, SILENCE, SEGREGATE, SAFEGAURD, SPEED.

![]() |

Morthos sighs in resign.
Very well, this thing is beyond repairing in short time. However, that doesn't explain what they were doing here...
He approaches that sleeping wizard and nudges him awake.
Okay, we're the good guys which means this is your best chance to cooperate and answer questions before tougher authorities get a crack at you. What do you say?
He waits until his spectral sister positions herself behind him, brandishing her flame blade.
Coerce (Intimidation): 1d20 + 7 ⇒ (3) + 7 = 10
So, what were you all up to down here. What does sabotaging this orrery gain you?

![]() |

"They're with the Devil’s Claws. Hellknight rejects," Hui Kong shares with a scornful look on his face.
He searches their bodies before passing them over to the rest of questioning. While they do, he turns to search the room.
Perception +4

![]() |

The caster responds:
We were hired to attack the Pathfinder lodge and cause as much chaos as possible. The Orrery wasn't a particular target, it was just here.
Morthos Talandro's Perception (T): 1d20 + 4 ⇒ (17) + 4 = 21
Zazu's Perception (T): 1d20 + 4 ⇒ (15) + 4 = 19
Keliara Irsiya's Perception (T): 1d20 + 4 ⇒ (3) + 4 = 7
Hui Kong's Perception (T): 1d20 + 4 ⇒ (19) + 4 = 23
Tifali's Perception (T): 1d20 + 4 ⇒ (11) + 4 = 15
Xixotli (Tifali's eidolon)'s Perception (T): 1d20 ⇒ 16
Lidya Irsiya (Morthos' eidolon)'s Perception (T): 1d20 + 4 ⇒ (2) + 4 = 6
Hui Kong, Zazu and Morthos all realize that the Caster is hiding something about his mission, but he will not reveal what.
Hui Kong also finds a charred drawing on the Caster (added to slide 8.)
The bandits agree that they are all mercenaries just hired to destroy and wreck havoc in the Lodge.
The room has nothing else of interest, and you can still hear sounds of combat in the distance.
There are still intruders in the Lodge.

![]() |

The tiefling points his staff directly at the caster.
You're hiding something. Were you asked to sow this chaos at this particular time? When the Society needed to defend its position in this city?
Sense motive (perception +4)
I can't imagine the Church of Iomedae stopping this low, but you never know about specific individuals. Valor...

![]() |

Hui Kong finds a Low Grade Silver Buckler while searching the room.
Pontrius replies to Morthos
I wouldn't be a very good mercenary if I blabbed my bosses secrets all over the place, now would I?
And refuses to answer any more questions.