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"I will assist you, with the restraints but the inspection is all yours Tieri."
I will assist but I am not sure of the rules for this in 2e, and couldn't find anything specific atm.
DC 20 to add +1 to the result

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Molly continues to ponder the mystery of what’s happened, when she starts.
”Oh for the…!”, she exclaims, before turning to the others. ”They dint just kill her to make a haunting, they made sure she’d pin it on us! Bet my last doubloon they’re tryin’ to turn the town against us, so we lose the lodge!”
She peers at the ceiling. ”Well I ain’t havin’ it! Let’s lay her arse to rest!” She stomps off toward the stairs.
”Aye, she’s on a tear now”, says Silverbeard, as tries to keep up.

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Desmond looks incredulously at the man. "You just killed her and buried her upstairs?" He shakes his head in disbelief as he prepares to go upstairs to retrieve the body.

GM Frost |

Seeing that you would like to tie him with ropes, let's assume you have enough time to tie him around securely, him not being able to escape,
without the need for skill checks, so that we can move to the next part.
"I can't tell you or I'll be dead." he says frighteningly to Mandoo. "Even if you force me to tell, you would not get to know much!" he adds truthfully.
"I, I surrender, yes, tie me up, if that's better. I deserve this! Just stop her from haunting me!" Revinus pleads them. The agents quickly take their ropes out and those skilled enough are able able to tie him to one of the strong columns of the room.
---
Moving you all to the third floor of the manor...
The manor's third-floor balcony has a small fence around the periphery and a garden nestled between two walls of adjacent buildings. The Black Molly and Cap'n Silverbeard notice the mound of dirt that would hint something. Everyone can even smell the stench of a rotting body.

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"Oh no..." Desmond seems undeterred by the smell, though he normally sees them before they smell like this. He moves over to the mound and tries to just start clearing it with his hands.

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Slipp looks on, curious.
"Who ever heard of burying a dead body on a roftop?" they muse.
"Surely hallowed ground would be better. And it may be that she needs to know her murderer has been brought to justice."
They watch on with interest eyes focused on more than just the world in front of them.
Detect magic.

GM Frost |

Eovar HP 16/16, AC 18
Slipp HP 17/17, AC 15
Mandoo HP 36/41, AC 16(17 Shield) | Libitina AC 19
Black Molly HP 9/19, AC 16 | Cap'n Silverbeard AC 17
Tieri HP 16/16, AC 18
Before you proceed to the roof, I am giving you ten minutes to heal those that would want to be healed, while the others are dealing with Revinus in tying him securely. Given that time, Tieri's Wounded 2 condition will be removed by then.

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Deciding to leave Molly's wounds to Dr. Mandoo, Desmond tries to path up his own wounds from the foggy spirits. However, his wits are still a bit addled from the ordeal and he can't seem to follow his training.
Treat Wounds (DC15): 1d20 + 9 ⇒ (4) + 9 = 13
Wow, rough luck for Des on this scenario. Only takes 10 minutes though, so he can try again if we take more time.

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10 minutes to Treat Wounds once. Battle Medicine only takes 1 round.
While Revinus is being tied up, Mandoo gets to work patching up Black Molly.
Activity: Treat Wounds (Medic Dedication) & Assurance:Medicine) on Black Molly vs DC 15
Assurance: Medicine (Treat Wounds) vs DC 15: 10 + 7 = 17
Treat Wounds Healing vs DC 15: 2d8 ⇒ (5, 7) = 12 hit points healed
Seeing that Desmond had made a total botch of fixing himself up, Mandoo comes over to provide assistance. "You almost had it there, doctor. All you need to do is this... and this... and you're good as gold."
Mandoo Action: Battle Medicine (Medic Dedication & Assurance:Medicine) on Desmond vs DC 15
Assurance: Medicine (Battle Medicine) vs DC 15: 10 + 7 = 17
Battle Medicine Healing vs DC 15: 2d8 ⇒ (7, 3) = 10 hit points healed
That got most of it. We're not quite at full strength, but close enough.
Upon reaching the roof...
{We have located the corpse}
[Yes. The ghost cannot be far away]
{It will have to manifest before we can properly quell it}
[Indeed]
[We should disinter her and return her corpse to Lysandria]
{Disturbing the corpse before dealing with the ghost might be problematic}
[The ghost might take offense?]
{It is not unheard of. Ghosts tend to remain attached to their corpses... if only figuratively}
[Pfft. Good one dear]
"It might be best to wait for her ghost to appear before we disturb the grave. We don't want to irritate Eloise unnecessarily."

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Eovar stomach turns a bit, something unnatural about it all.
"We may have the murderer but there could be more if we don't eventually find the plotter." he sighs as they work on each others wounds.

GM Frost |

Eovar HP 16/16, AC 18
Slipp HP 17/17, AC 15
Mandoo HP 36/41, AC 16(17 Shield) | Libitina AC 19
Black Molly HP 19/19, AC 16 | Cap'n Silverbeard AC 17
Tieri HP 16/16, AC 18
Black Molly looks around for shovel while Desmond gets close to the mound. Slipp detects no magic at the area. But before even Desmond gets close to it...
Slipp, Search: 1d20 + 5 ⇒ (6) + 5 = 11
Black Molly, Repeat a Spell: 1d20 + 5 ⇒ (13) + 5 = 18
Desmond, Defend: 1d20 + 8 ⇒ (6) + 8 = 14
Eovar Cerin, Avoid Notice: 1d20 + 8 ⇒ (19) + 8 = 27
Tieri, Search: 1d20 + 8 ⇒ (19) + 8 = 27
Hunter (Red), Predator (Orange), Stalker (Blue), Trapper (Purple), Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
WEBBED ROOF ENCOUNTER Round 1
Terrain Features:
Party Conditions:
Encounter Map: The Safehouse (Third Floor)
Character in BOLD can act!
Tieri HP 16/16, AC 18
Eovar HP 16/16, AC 18
Hunter (Red)
Predator (Orange)
Stalker (Blue)
Trapper (Purple)
Mandoo HP 36/41, AC 16(17 Shield) | Libitina AC 19
Black Molly HP 19/19, AC 16 | Cap'n Silverbeard AC 17
Desmond HP 27/30, AC 20(22)
Slipp HP 17/17, AC 15

GM Frost |

I will take note of that. Thank you.

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◆: Recall Knowledge (Arcana 5/Nature 4/Occultism 5/Religion 4)
Eovar quickly tries to remember if he has seen or heard of any of these creatures in the wilds.
◆: Stride
He then steps into a good arc and fires on the creature with yellow chitin.
◆: Strike
Longbow: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 ⇒ 3

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Tieri moves out into the hallway and fires on Predator.
◆ Stride
◆ Point-Blank Shot
◆ Strike
Longbow: 1d20 + 9 ⇒ (3) + 9 = 12
Piercing Damage: 1d8 ⇒ 3

GM Frost |

Eovar recalls nothing of what exactly these spiders are. He moves and strikes but misses widely. Tieri also moves closer, but also misses his strike. The spiders closes in and surrounds them, attacking those closest to each of them!
Trapper gets close and shoots web to Eovar.
Web Attack vs Eovar AC 18: 1d20 + 7 ⇒ (7) + 7 = 14
Web Attack vs Eovar AC 18, MAP: 1d20 + 7 - 5 ⇒ (12) + 7 - 5 = 14
Both web attacks misses.
Predator gets closer and shoots a web at Tieri
Web Attack vs Tieri AC 18: 1d20 + 7 ⇒ (4) + 7 = 11
Web Attack vs Tieri AC 18, MAP: 1d20 + 7 - 5 ⇒ (2) + 7 - 5 = 4
Both misses too. Hunter also gets close and shoots webs to Cap'n Silverbeard and Black Molly.
Web Attack vs Cap'n Silverbeard AC 17: 1d20 + 7 ⇒ (12) + 7 = 19 (No damage but you become Immobilized. DC 17 to Escape)
Web Attack vs Black Molly AC 16, MAP: 1d20 + 7 - 5 ⇒ (5) + 7 - 5 = 7
Only the eidolon is trapped with the web! Stalker shoots at Black Molly after it gets close too.
Web Attack vs Black Molly AC 16: 1d20 + 7 ⇒ (14) + 7 = 21 (No damage but you become Immobilized. DC 17 to Escape)
It traps her! Trapper gets close.

GM Frost |

WEBBED ROOF ENCOUNTER Round 1-2
Terrain Features:
Party Conditions:
Encounter Map: The Safehouse (Third Floor)
Character in BOLD can act!
Round 2
Tieri HP 16/16, AC 18
Eovar HP 16/16, AC 18
Hunter (Red)
Predator (Orange)
Stalker (Blue)
Trapper (Purple)
Round 1
Mandoo HP 36/41, AC 16(17 Shield) | Libitina AC 19
Black Molly HP 19/19, AC 16, Immobilized (FF, DC 17 to Escape) | Cap'n Silverbeard AC 17 , Immobilized (FF, DC 17 to Escape)
Desmond HP 27/30, AC 20(22)
Slipp HP 17/17, AC 15

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"Hey! That's not fair!" Desmond rushes forward to help The Captain and Molly. He tries to slip behind the spider to distract it. The medic tries to grab at some of the webbing, slamming into the spider as well. He turns and sees another spider approaching him and pulls up his shield for protection.
Flurry of Blows vs flatfooted: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Flurry of Blows vs flatfooted: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
◆ Move
◆ Flurry of Blows vs Stalker
◆ Raise Shield (+2AC)
Desmond will Shield Block if hit.

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"Webs very bad for the gums."
◆ Point-Blank Shot
◆ Strike vs. Predator
Longbow: 1d20 + 9 ⇒ (12) + 9 = 21
Piercing Damage: 1d8 ⇒ 5
◆ Strike vs. Predator (or Trapper if Predator is down)
Longbow: 1d20 + 9 - 5 ⇒ (19) + 9 - 5 = 23
Piercing Damage: 1d8 ⇒ 1

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Black Molly and Silverbeard struggle in their bonds for a moment, unable to move their feet. Then they realize their arms are mostly free, and look at each other knowingly.
”Stand and deliver!”, she says with a grin.
”Ha harrr!”, he replies.
She conjures up a green aura around the two of them, as he attacks the spider in front of him.
BM: Cast boost eidolon, shield
CS: Strike, Strike
Cutlass Attack: 1d20 + 7 ⇒ (9) + 7 = 16 (Flanked)
Cutlass Damage: 1d8 + 6 ⇒ (7) + 6 = 13S
Hook Attack: 1d20 + 3 ⇒ (10) + 3 = 13 (Flanked)
Hook Damage: 1d6 + 6 ⇒ (3) + 6 = 9N

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◆: Hunt Prey (Yellow)
◆: Stride
Eovar focuses on the same spider before creating distance to fully draw is bow.
◆: Hunted Prey
Longbow: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 ⇒ 3
Longbow: 1d20 + 7 - 3 ⇒ (2) + 7 - 3 = 6
Damage: 1d8 ⇒ 2
REALLY? LOL.

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[Ugh! Spiders]
{Yes}
[I'm not a big fan of large insects]
{Not many are}
[I guess we better take care of them then]
{Yes}
Libitina moves to the nearest spider and slashes at it, Mandoo casts his usual protective spells.
"ହାଡକୁ ହାର୍ଡେନ କରନ୍ତୁ." and "ବ୍ଲେଡ୍କୁ ତୀକ୍ଷ୍ଣ କର".
Mandoo Action 1 (◆): Cast a Spell: Protect Companion vs Libitina - she's now at AC 20
Life Block (↺) Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike
Mandoo will use the reaction on the first attack that deals more than 5 hit points of damage.
Action 2 (◆): Act Together
- Mandoo Action 2 (◆): Cast a Spell: Boost Eidolon vs Libitina
- Libitina Action 2 (◆): Stride (25 feet)
Libitina Action 3 (◆): Strike (+1 Ghost Touch Vanth Scythe) with Boost Eidolon vs Predator
Vanth Scythe: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
If Predator is already down, then Libitina will instead Stride to reach Trapper on her second action and target that one instead.

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Slipp jumps up and down, trying to see what the action is all about. Then, with a sigh heads out the side door. After a moment adjusting to the roof the little gnome gives a squeak of terror at the spiders.
Even as they screech, Slipps's vision clouds, the vibrant colours of the First World swirl around them. As per normal in this city, it seems that the First World has a perpetual storm raging, and more of it leaks into the roof top. Luckily on top of the red spider.
electric arc, ref DC 16 for half, red, blue: 1d4 + 4 ⇒ (1) + 4 = 5

GM Frost |

Desmond flanks into position with Cap'n Silverbeard and attacks Trapper, but only the first one connects. Tieri launches arrows at Predator, hitting its thin legs but still standing. Not moving into their places, Black Molly and her eidolon act together, her boosting and raising shield while Cap'n Silverbeard strikes but none hits Stalker. Eovar seems unlucky again, none of his arrows hit. Mandoo protects Libitina as she moves and attacks Predator, bringing it down and bleeding. Slipp sends an electric arc to electrify Stalker and Hunter.
DC 16 Hunter basic Reflex save: 1d20 + 9 ⇒ (1) + 9 = 10 (Critical Failure, 10 damage)
Hunter shoots webs to Desmond to immobilize him!
Web Attack vs Desmond AC 22: 1d20 + 7 ⇒ (13) + 7 = 20
Web Attack vs Desmond AC 22, MAP1: 1d20 + 7 - 5 ⇒ (2) + 7 - 5 = 4
Web Attack vs Desmond AC 22, MAP2: 1d20 + 7 - 10 ⇒ (15) + 7 - 10 = 12
But none reaches him. Stalker tries to sink its fangs into Desmond!
Fang Attack vs Desmond AC 22: 1d20 + 9 ⇒ (6) + 9 = 15
Fang Attack vs Desmond AC 22, MAP1: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18
Fang Attack vs Desmond AC 22, MAP2: 1d20 + 9 - 10 ⇒ (9) + 9 - 10 = 8
None even touches him. Trapper on the other hand, shoots web to Libitina!
Web Attack vs Libitina AC 20: 1d20 + 7 ⇒ (20) + 7 = 27 (Immobilized, DC 17 to Escape)
It is successful! It gets close at attempts to sink it fangs into her!
Fang Attack vs Libitina AC 20, MAP: 1d20 + 9 - 5 ⇒ (16) + 9 - 5 = 20
Fang Damage: 1d6 + 2 ⇒ (4) + 2 = 6 piercing damage plus venom (DC 16 Fortitude save or take 1d10 ⇒ 10 poison damage and be FF for 1 round)

GM Frost |

WEBBED ROOF ENCOUNTER Round 2-3
Terrain Features:
Party Conditions:
Encounter Map: The Safehouse (Third Floor)
Character in BOLD can act!
Round 3
Tieri HP 16/16, AC 18
Eovar HP 16/16, AC 18
Hunter (Red) -10
Stalker (Blue) -5
Trapper (Purple)
Round 2
Mandoo HP 30/41, AC 16(17 Shield) | Libitina AC 19, Immobilized DC 17 to Escape, pending DC 16 Fortitude save vs Venom
Black Molly HP 19/19, AC 16, Immobilized (FF, DC 17 to Escape) | Cap'n Silverbeard AC 17 , Immobilized (FF, DC 17 to Escape)
Desmond HP 27/30, AC 20(22)
Slipp HP 17/17, AC 15

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Slipp draws their dagger, attention distracted by the building storm in the First World.
Electricity flashes in their eyes as the power of the storm bridges the narrow gap between alternative realities, giving the spiders another shocking lesson.
electric arc ref DC16, red and blue: 1d4 + 4 ⇒ (2) + 4 = 6

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Desmond hunches lower for leverage and tries to grab at the spider again to keep it off Molly and the Captain. His hands tear into the creature before he draws back to shield himself from the spiders again.
Attack vs Flatfooted: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Attack vs Flatfooted: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
◆ Wolf Stance
◆ Flurry of Blows on Stalker
◆ Raise Shield

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[You look a little tied up there dear]
{Yes}
[Somewhat inconvenient, no?]
{Somewhat. It is now attempting to poison me}
[I hope its fangs are nice and sharp]
Libitina Fortitude Save vs DC 16: 1d20 + 10 ⇒ (8) + 10 = 18
{Not sharp enough}
Libitina attempts to escape her webby bonds and attack the obstreperous arachnid while Mandoo attempts to help her out with his spells.
ବ୍ଲେଡ୍କୁ ତୀକ୍ଷ୍ଣ କର and "ଏହାକୁ ତୀକ୍ଷ୍ଣ ରଖନ୍ତୁ."
Action 1 (◆): Act Together
- Libitina Action 1 (◆): Escape
- Mandoo Action (◇): Cast a Spell: Extend Boost
- Mandoo Action 1 (◆): Cast a Spell: Boost Eidolon vs Libitina
Libitina Athletics (Escape) vs DC 17: 1d20 + 11 ⇒ (16) + 11 = 27
Religion (Extend Boost) vs DC 16?: 1d20 + 7 ⇒ (4) + 7 = 11
That's a failure, so The spell lasts 1 round, but you don't spend the Focus Point for casting this spell.
Libitina Action 2 (◆): Stride (25 feet)
Libitina Action 3 (◆): Strike (+1 Ghost Touch Vanth Scythe) with Boost Eidolon vs Trapper
Vanth Scythe: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
If Trapper is already down, then Libitina will instead Stride to reach Hunter on her second action and target that one instead.

GM Frost |

Another electric arc slips from the First World after Slipp draws their weapon, jumping to Red and Blue.
DC 16 Blue's basic Reflex save: 1d20 + 9 ⇒ (16) + 9 = 25 (Success, 3 electric damage)
Trapper (Red) burns to crisp by the sheer amount of electricity that lingered in its small body. Desmond launches another set of blows against Stalker, enough to crack its exoskeleton.
On the other hand, Libitina is able to resist the poison that could have incapacitate her. She also able to escape from the web trap that stuck her on the floor. She has now th opportunity to get close to the last spider standing. Her attack connects and the spider hisses to her.
WEBBED ROOF ENCOUNTER Round 2-3
Terrain Features:
Party Conditions:
Encounter Map: The Safehouse (Third Floor)
Character in BOLD can act!
Round 3
Tieri HP 16/16, AC 18
Eovar HP 16/16, AC 18
Trapper (Purple) -11
Round 2
Mandoo HP 30/41, AC 16(17 Shield) | Libitina AC 19
Black Molly HP 19/19, AC 16, Immobilized (FF, DC 17 to Escape) | Cap'n Silverbeard AC 17 , Immobilized (FF, DC 17 to Escape)
Desmond HP 27/30, AC 20(22)
Slipp HP 17/17, AC 15
One spider left, you can do it!

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Tieri launches a pair of arrows around the corner in hoes of finishing off Trapper.
◆ Point-Blank Shot
◆ Strike
Longbow: 1d20 + 9 ⇒ (1) + 9 = 10
Piercing Damage: 1d8 ⇒ 3
◆ Strike
Longbow: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18
Piercing Damage: 1d8 ⇒ 3

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◆: Hunt Prey (Purple)
Eovar spies the remaining creature across the roof and unleashes a volley of arrows at it.
◆: Hunted Shot
Longbow: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 ⇒ 5
Longbow: 1d20 + 7 - 3 ⇒ (3) + 7 - 3 = 7
Damage: 1d8 ⇒ 4
◆: Strike
Longbow: 1d20 + 7 - 6 ⇒ (17) + 7 - 6 = 18
Damage: 1d8 ⇒ 3

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As Black Molly casts, a green aura forms around a nearby shard of glass. She points at the last spider, and it’s hurled through the air at her target.
Meanwhile, Silverbeard tries to break loose from the webbing.
BM: Cast telekinetic projectile
CS: Escape
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 + 4 ⇒ (4) + 4 = 8P
Athletics: 1d20 + 7 ⇒ (18) + 7 = 25
Molly then casts again, bolstering the good Captain.
BM: Cast boost eidolon

GM Frost |

Tieri shoots at the remaining spider, the second one connects. Eovar also unleashes more arrows, hitting the creature in its vital organs. The last spider falls into a thud. You're out of combat now but...
A ghost rises up from the site of her body and seems to plead to the agents, though she only does so while speaking the word “Pathfinders!” She is for sure the spirit of Eloise. What will you do? Her ghost can be seen on the MAP.

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Libitina rejoins Mandoo as the ghost of Eloise appears. Together they approach her slowly. Mandoo examines the ghost carefully and tries to determine the best way to put her spirit to rest.
Mandoo Action: Recall Knowledge (Religion +9) vs. Eloise - SECRET
Mandoo Action: Recall Knowledge (Undead Lore +5) vs. Eloise - SECRET
[What do you think?]
{One wrong move and she will kill you all}
[How comforting. I meant, what do you think is needed to put her spirit to rest?]
{I believe that is your job to ascertain}
[Sigh!]
{You cut her soul free of this plane and I will make sure it gets to the Boneyard}
[Fine! Here goes nothing]
"Hello Eloise. Yes, we are the real Pathfinders and we mean you no harm. Those people who killed you here were not Pathfinders; they were Chelaxians plotting against the Society. We are here to help you. What can we do to send you to your well-deserved reward in the afterlife?"
[Should we drag Revinus up here and let her have her way with him?]
{Nasty, but it might work}
[He is a cad, but I believe the Society has a thing about cold-blooded executions]
{Wouldn't surprise me}
From a meta-gaming perspective, I expect that Revinus and his guards get killed much of the time in this scenario, so feeding his still-living body to her is unlikely to be the answer (and would probably incur infamy). Any other ideas? Messing with the corpse is likely to trigger her to attack as would any hostile action against the ghost itself. Maybe Lysandria has an idea, after all, they were partners. She's the one most likely to give us a clue as to what to do to help Eloise move on.

GM Frost |


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Slipp slides forward, nodding at the ghost. "Yes. We are pathfinders." they say.
"Would you like to come to the lodge?"

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Slipp slides forward, nodding at the ghost. "Yes. We are pathfinders." they say.
"Would you like to come to the lodge?"
”See, that was my idea”, says Molly, as Silverbeard helps her out of the webbing. She nods approvingly at Slipp.
I figured we recruit her, either fulfilling her desire and laying her to rest, or we get a cool ghost in our ranks

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"Oh, you can be like the ghost of the lodge! Listening to all the Pathfinders who come in and out and helping them learn about spectral beings." He frowns. "Unless you want to actually go on missions. Then I'll have to figure out how to help heal you..."

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[Our colleagues seem to want to make a pet of the ghost]
{Yes. We cannot allow it}
[Indeed]
{Her spirit must be unfettered from this plane so that her soul is free to join the Great River}
[We must find a way. She is too dangerously unstable to remain here]
Mandoo turns to the rest of the group. "My friends. Our task here is to release Eloise from her ghostly bonds, not try and recruit her or make her the lodge mascot." He glances at Eloise as she repeats the phrase "Pathfinders!" once more. "Eloise's wish was to be recruited into the Society; to become a Pathfinder. Perhaps that is the unfinished business that is keeping her tied to this plane."
Mandoo slowly reaches into his shirt and pulls out the Wayfinder that he always carries on a lanyard around his neck. He holds it up for Eloise to see. "You see this, Eloise? It is a Wayfinder; the symbol of the Society that all agents carry to identify themselves to each other." He then beckons to the others in the group to pull out their own Wayfinders to bring prove the point. "We are all Pathfinders and we are sorry that you were waylaid by blackguards in your attempts to join the Society. I am sure that you would have made an exemplary agent."
Mandoo Action: Make an Impression vs Eloise
Mandoo Diplomacy (Make an Impression): 1d20 + 9 ⇒ (19) + 9 = 28 vs Eloise Will DC

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"Oh good idea!" says Slipp, aware they don't carry a wayfinder.
"I really got to get myself one. Or maybe I did, but mislaid it. Sometimes things like that happen."

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Mandoo turns to the rest of the group. "My friends. Our task here is to release Eloise from her ghostly bonds, not try and recruit her or make her the lodge mascot." He glances at Eloise as she repeats the phrase "Pathfinders!" once more. "Eloise's wish was to be recruited into the Society; to become a Pathfinder. Perhaps that is the unfinished business that is keeping her tied to this plane."
Mandoo slowly reaches into his shirt and pulls out the Wayfinder that he always carries on a lanyard around his neck. He holds it up for Eloise to see. "You see this, Eloise? It is a Wayfinder; the symbol of the Society that all agents carry to identify themselves to each other." He then beckons to the others in the group to pull out their own Wayfinders to bring prove the point. "We are all Pathfinders and we are sorry that you were waylaid by blackguards in your attempts to join the Society. I am sure that you would have made an exemplary agent."
”Well that’s your choice to make, innit?”, Black Molly says to Eloise. ”You could move on to yer final reward, or you could follow through on yer ambition. Plus, you could see Lysandria in yer off hours”
Diplomacy: 1d20 + 4 ⇒ (10) + 4 = 14

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"I think that is the most important thing. What can we do to help you move to where you will find peace, on this plane or another? It is the least we can do after what befell you." Eovar adds, mourning in his own way for the lost.

GM Frost |

Eloise stares blankly at Slipp and Black Molly. If ghosts can laugh, she could have laughed at Desmond's suggestion to be the ghost of the lodge. Seeing that Mandoo presents his Wayfinder, the ghost rushes forward and looks at it. She tries to touch it but her hand just passes through. She returns back above the site of her grave. She looks at the agents and looks behind them as well. She gives a weak smile before she dissolves into nothingness. Behind them is Lysandria who has just witnessed their conversation with the ghost of Eloise before she dissolves into nothing.
"She would really love to be a Pathfinder," Lysandria tells them. "Thank you for your help. I don't know how to repay you all. I am indebted and I will never forget the kindness you did for Eloise." she adds. Lysandria is heartbroken but thankful that Eloise's spirit is now put to rest. She promises to take care of the arrangements for a proper funeral. She thanks again the agents before returning to her grief.
Assuming you have returned to Venture-Captain Brackett, bringing Revinus with you...
"What happened? What have you discovered? How's your investigation?" the venture-captain finds you as he just gets out of the lodge and the agents about to get inside. "And who is this?" he asks.

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[Whoa!]
{Ah}
Libitina is caught off-guard by the sudden advance of Eloise on Mandoo, but when it is clear that the ghost means no immediate harm, she decides to let things play out rather than do something that might provoke the ghost to attack.
[That was a little terrifying]
{I can imagine}
[Looks like it did the trick though]
{Apparently}
[I suppose you have a little work to do then]
{Indeed. Now that she is free of this place, I will make sure she is not distracted on the way to join the Great River}
[Good. I am glad that she's found some peace at last]
When Eloise finally dissolves completely away, Libitina seems to step sideways into nothingness and also vanishes.
Action: Manifest Eidolon - Unmanifest
Mandoo then turns to Lysandria and comforts her. "Thank you my good lady, but it was our pleasure to help put Eloise to rest. There was no debt incurred. I am just sorry that we never got to meet her in life and see her become a Pathfinder in turn. My Libitina will make sure that she is properly taken care of in the afterlife."
Collecting Revinus on the way out, they drag him to the lodge to update the Venture-Captain. Meeting him outside the doors, Mandoo updates him on all the events of the day. "... and so Eloise has now fully shuffled off the mortal coil and will no longer terrorize the locals." Pointing to Revinus, he says, "As to this murderous cad. His name is Revinus. He was sent by Aydrian Thrune, a Chelaxian hoping to intercept important documents sent to the Andoran government by the Society. He mistook poor Eloise as the courier and murdered her at his employer's command. My thought was to turn him over to the local authorities for prosecution, but of course, the final decision on his fate is yours, Venture-Captain."

GM Frost |

The venture-captain is all ears to what the agents have to say on their investigation. Having learned about Revinus, he quickly instructs the guards of the lodge to send him to the proper authorities. Brackett thanks them for investigating thoroughly, even as he shares concern about events transpiring in Cheliax. Hearing also about a certain Eydrian, Brackett confirms it is likely Aydrian Thrune, a minor noble in the Chelaxian House of Thrune. It concerns the venture-captain that the implication that the situation with Eloise resulted from the interference of another party in some elaborate scheme.
With the legal matters coming to a head soon, Brackett tells them to get some rest. He hopes they’ll be around the lodge in the coming months when he’s set to present his case for the Pathfinder Society’s rightful ownership of the Cathedral of Aroden.
Word quickly spreads throughout East Hill and the rest of Almas. Lysandria makes sure everyone knows the Pathfinder Society’s role in events, word might spread of a Chelaxian spy who was responsible for the whole affair. In this case, though likely not their intent, anti-Cheliax sentiment quickly rises in the district, as the people eagerly blame their national opponent and are quick to put the Pathfinder Society back in their good graces.
END OF SCENARIO. THANK YOU FOR PLAYING!