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Falling Rock laughs scornfully, playing up his guise as an orc bandit, and resumes smashing with his earth breaker.
He'll use iterative attacks to reduce the chance of killing anyone outright, starting with blue. Still all nonlethal.
+5 impact impervious merciful adamantine earth breaker (attack 1): 1d20 + 36 ⇒ (18) + 36 = 54
Damage: 3d6 + 35 ⇒ (5, 6, 6) + 35 = 52 (B) plus Merciful: 1d6 ⇒ 5
Attack 2: 1d20 + 26 ⇒ (18) + 26 = 44, Damage: 3d6 + 35 ⇒ (4, 4, 3) + 35 = 46 (B) plus Merciful: 1d6 ⇒ 3
Attack 3: 1d20 + 21 ⇒ (18) + 21 = 39, Damage: 3d6 + 35 ⇒ (5, 6, 6) + 35 = 52 (B) plus Merciful: 1d6 ⇒ 3
Attack 4: 1d20 + 16 ⇒ (14) + 16 = 30, Damage: 3d6 + 35 ⇒ (4, 5, 6) + 35 = 50 (B) plus Merciful: 1d6 ⇒ 2
If/when blue drops, continue to green, but insert a Cleaving Finish attack first:
+5 impact impervious merciful adamantine earth breaker: 1d20 + 31 ⇒ (11) + 31 = 42
Damage: 3d6 + 35 ⇒ (3, 2, 2) + 35 = 42 (B) plus Merciful: 1d6 ⇒ 5
ETA: Wow, three attacks exactly 1 point short of his 19-20 threat range. That just saves somebody's poor miserable life!

GM Redelia |

The first attack takes down blue;
The cleave and second attack take down green.
I'm assuming that you don't continue to attack after they're down, considering you're using nonlethal... :)
The only possible threats left are the casters you can't see, one of which is caught in vines in the wagon, and the creature, which is locked in its cage right now.
Lady Gabrielle and Rilke are up.

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I'm assuming that you don't continue to attack after they're down, considering you're using nonlethal... :)
Correct! :) Then take a 5-foot step away from the noncombatants. And he'll ignore the charmed merc who just rushed that way for as long as that effect lasts.

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Rilke attempts to shoot the two spellcasters to make them stop disappearing
"'Ware, spellcasters in the wagon. They're trying to be sneaky and hide. Do we wanna talk to them?"
(+5 adaptive distracting, greater impervious limning seeking composite longbow, with deadly aim. 19-20 crit threat, +4 on crit attack. Starting with the one I know where they are, trying to knock them out with stunning fist. Using blunt arrows for nonlethal until I hear otherwise. *This* is precisely why I have a limning bow.)
attack 1: 1d20 + 32 - 4 ⇒ (3) + 32 - 4 = 31 for damage: 2d10 + 18 ⇒ (8, 5) + 18 = 31 plus acid: 1d6 ⇒ 2
attack 2: 1d20 + 32 - 4 ⇒ (16) + 32 - 4 = 44 for stunning fist (Fort DC 30)
attack 3: 1d20 + 27 - 4 ⇒ (9) + 27 - 4 = 32 for damage: 2d10 + 18 ⇒ (7, 7) + 18 = 32 plus acid: 1d6 ⇒ 3
attack 4: 1d20 + 27 - 4 ⇒ (17) + 27 - 4 = 40 for damage: 2d10 + 18 ⇒ (3, 6) + 18 = 27 plus acid: 1d6 ⇒ 4
attack 5: 1d20 + 22 - 4 ⇒ (5) + 22 - 4 = 23 for damage: 2d10 + 18 ⇒ (10, 10) + 18 = 38 plus acid: 1d6 ⇒ 6
attack 6: 1d20 + 22 - 4 ⇒ (4) + 22 - 4 = 22 for damage: 2d10 + 18 ⇒ (9, 4) + 18 = 31 plus acid: 1d6 ⇒ 6
attack 7: 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 16 for damage: 2d10 + 18 ⇒ (10, 3) + 18 = 31 plus acid: 1d6 ⇒ 3
@GM, My understanding of seeking is that I just have to target the correct square to hit the enemy, whether or not they are invisible. Let me know if you don't agree and I will recalibrate.

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"They were eager to kill anyone who showed. I'm thinking it was actually an ambush," the Duchess comments, still maintaining her Varisian character.
"Let's make sure everything is safe," she suggests before starting to search the northern wagon.

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The Duchess examines it for any nasty mechanisms (Perception 51), then pops it open. She Disables Devices at 51 if necessary.

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Falling Rock moves to look at the caged beast as well.
If it's Knowledge (nature) to ID, he has a +29 with current buffs. If it's any other skill, he's unlikely to make any check relevant to this tier (+9 at most).

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"I think it's a dracobear. We have them in the mountains, but I've never seen one in person."
Note: Rilke has no knowledge skills.

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"What is this creature they were transporting?"
Cazic says gleefully "I'll call it a fizzle pop. Can we keep it?"

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"Excellent news, the gold is all here," the Duchess announces.
She will then have a look inside the pockets of the people in charge. Perhaps they have were given some orders on paper? Maybe we'll find a clue about Sloan's activities in the city?

GM Redelia |

All you find is their combat gear, none of which is likely to be at all desirable at your level. There are no consumables such as scrolls, wands, or potions.
On one of them, you find a letter agreeing to sell a catoblepas to Jorston “Axetongue” Droaeb, the gamesmaster at Serpent’s Run, Magnimar’s famous coliseum, for 20,000 gold.
Both carry the following consumables:
scroll of locate creature, scroll of spell turning, scroll of stoneskin, scroll of true strike, wand of create pit (6 charges), wand of black tentacles (CL 15th, 2 charges)
edit: sorry about the cross-post, Lady Gabrielle. I'll leave things formatted as a spoiler, but you clearly can access the one on the wizards.

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"We've got what we came for," she explains, pointing to the northern wagon.
"It's up to you whether to deliver the catoblepas," she adds, holding up the letter. "The creature is due at the Coliseum."

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Ha, I was thinking the 20,000 was a sidequest to line our own pockets!

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"I don't think we want to turn down an opportunity for even more money," Falling Rock replies, looking over the letter after Gabrielle does. "Especially if it's at the Aspis's expense."

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The Duchess nods and approaches the remaining caravan workers.
"We're sorry for what happened," she explains in Varisian. "You'll get paid and with a bonus, along with the gratitude of my sisters, if you complete this delivery to the Coliseum."
She hopes that her words are enough to encourage them to get moving.

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"Money isn't bad. Do it. Though I'm pretty sure it's a dracobear." Rilke spends some time collecting all her arrows again.

GM Redelia |

The caravan drivers noticed how quickly you dispatched their former employers, and that you were careful not to harm them, so drive the cart almost in to town for you. You realize that taking it all the way into town in a Aspis labelled cart would not be a good idea. You bring the gold to Sheila Heidmarch, as requested, and bring the creature and the letter to collect the gold due for the catoblepas. That is also added to the Pathfinder treasury.
Nice job, team, the only possible points you failed to achieve were those for not triggering the alarm spell.
We will be moving on to the next part of the adventure tomorrow. Feel free to chat among yourselves while waiting.

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"It was entirely improvised, but I do hope The Duchess a sufficient deception," the Lady muses. "You were all wonderful, I will add."

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Back at the lodge, Falling Rock resumes his usual appearance as the group awaits their next task. "I agree, that went very well. And it was an interesting change of pace--much more stealth, much less gore, than most of our adventures," he says, gesturing at himself, Rilke, and Cazic. "Of course, there were no giants or dragons or fiends today. Those never go down without a great deal of mess."

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"No gore? I saw how you smashed those people into bits, Falling Rock. We tried the nice way, too."

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"I said less gore, old friend," Falling Rock replies, waving a hand. "And those two will live. Most things Skyfall hits don't."

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Cazic says "We barely saw any action! I miss the rush of wading into a pit of chaos." while eating a delicate cupcake.

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"I am certain that there will be plenty of time for that, Cazic," the Lady reassures her. "Once the Aspis lose the auction, there will most likely be a reckoning, as they would imagine it."

GM Ladile |

A white raven begins circling overhead. The bird is Sheila Heidmarch’s signal that you should wrap things up and head back to Heidmarch Manor with or without the Aspis Consortium’s gold.
______________
Table GMs, this is your 24 hour warning. Act Two concludes September 22nd!

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"So Aspis done. What else did we need to do? More stabbing I hope. Do we want to keep them alive?" Rilke squats down and shoves a bar of something slimy and brown in her mouth.

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"We still need to dissuade other potential bidders," Falling Rock replies, speaking between bites spooned from a large bowl of pungently spiced meat stew. "Hopefully Sheila's spies have discovered more weak points for us to strike at. Because that's the only part of espionage that I have the temperament for. I'll gladly leave the talky-talky parts to those who actually enjoy such ordeals." He looks around at--well, pretty much everyone else gathered here except for Rilke. "And unless we uncover something vile enough to deserve our full fury--which is considerable--it seems best to let our targets live. Sheila has enough troubles in this city without us adding to them when we can avoid it."

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"Murder was never a question in my mind," the Lady comments. "Society is not made of monsters."

GM Ladile |

The next morning, two hours before the auction is slated to begin, Sheila Heidmarch calls everyone back to the theater for another emergency briefing. She appears greatly agitated and her tenor is one of immediacy.
”My friends, we have little time and much work to do, so I’m going to make this simple. While you were dealing with the Aspis Consortium, my informants in the city investigated the individuals you reported on from last night’s gala. It seems a number of them have sufficient funds to jeopardize our efforts. In what little time remains, I need you to prevent as many of them from participating in the auction as possible. My agents will provide each of your groups with a mission brief. Once you complete the task, return here to inform us of the results, and we shall quickly set you upon another mission. Again, we need you to complete as many missions as you can before the auction starts. But remember to keep your efforts clandestine and try not to kill anyone important. We’re still trying to win the auction somewhat legally.”
______________
Table GMs, begin Act Three. Act Three will conclude October 12th!

GM Redelia |

OK, in this next part, we are to complete as many as we can of eight missions. I'll be trying to avoid the most morally questionable missions, because I don't enjoy being part of those from either side of the screen.
"I think we got lucky with our merchant friend, Falrig Sneve. He mentioned that he was trying to conserve funds for the auction, so we sent him an invitation to stay at Haruka House on the grounds of our manor. If you have yet to see it, Haruka House sits alone on the west side of the main house and is the most luxurious of the four Thassilonian cottages on the property. As far as I can tell, Sneve suspects us of no foul play. Still, we can’t have him mucking up the auction, can we? Thankfully, I doubt we have to do much. Ensure no actual harm comes to him, though, as such would reflect poorly upon Heidmarch Manor and the Pathfinder Society. Rather, somehow trick him into believing the Runecarved Key is cursed and he should withdraw from the auction without any further urging."
Please discuss how you want to approach this, and when you seem to have reached a conclusion, at least the majority of the party, I'll move forward. We want to move somewhat promptly, but don't feel like you have to agree to a plan you hate just to keep the game moving.
Also, to be clear, this is a new day, so you get back any daily use abilities, and also can swap spells or anything like that.

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Rilke just blinks. "You want me to what? I think I will help by sitting down and shutting up."

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“Would the ‘Duchess’ like to make an appearance?” Arnaut cleans under his immaculately-groomed fingernails. “It’s a shame of course that she snuck into the church and touched they key and is now haunted by the spirit of a fearsome Shoanti warrior who threatens to kill her and everyone around her, but what’s a lady to do except seek help?” He nods at Gabrielle, then smiles at Falling Rock. “If you’re not comfortable performing your own lines, I can of course handle both the dialogue and the stage effects.”
Ghost sound, dancing lights, invisibility, and silent image available here and disguised with Spellsong.

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"It's a good idea, except for the Shoanti part. It would be too easy to connect back to me," Falling Rock replies. "But this fellow is staying in a Thassilonian cottage, and there's already speculation that the Key is Thassilonian, too. I'm no actor, but I've fought remnants of that people, and I speak the language." He fiddles with his magic hat, and takes on the appearance of a Thassilonian warrior whose armor is encrusted with runes and gemstones.

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"Excellent idea. I could even ask Sneve to translate my pursuer's tauntings. A bit of audience interaction will add to the illusion," she considers. "The costume might be a bit Ustalav, but gentlemen consistently seem to fall for it. Shall I change, then?"
Fortunately, as with last night when it was improvised, this role requires very little preparation, and the Duchess is ready within minutes. She has even added some touches of desperation in her running makeup and frizzled hair, as if she has been pursued overnight.

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OK OK! Phone post it is...
"Mister Sneve? You have to help me," the Duchess sheepishly admits, in her heavy Varisian accent.
"Can we talk inside? Please?" she asks, her dishevelled hair and running makeup the appearance of someone who hasn't slept.
---
"I need your help. I... Don't tell anyone, but I examined the Key we're bidding on. Last night, after dark. And it... Now something is after me! It's been chasing me all night, moaning something in a language I can't understand! A ghost, I think! Can you help me, please? Just tell me what it wants!"
If our ghost shows up, the Duchess will act entirely afraid and desperate to be rid of her pursuer.

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Sir Hendric will stow his shield, lance, and banner. He will use his Armiger's Panoply to switch to his Silken Ceremonial Armor. This is so different from his usual appearance that he may not be recognized as a Pathfinder; it may help even more if Lady Gabrielle or another can help put his hair in some foreign style (Ulfen or Tien, perhaps).
Sir Hendric will accompany the Duchess as a bodyguard; he will wait outside if directed, but otherwise will go in with her and keep quiet. He does have his Scabbard of Many Blades if it comes to a fight (as well as Snake Style for decent unarmored AC), but he is hoping to not be needed.

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Rilke will be hiding as well as she can. She smeared some dirt on her face, so now she looks like a dirty dwarf, but is otherwise still pretty recognizable.
Stealth: 1d20 + 11 ⇒ (5) + 11 = 16
Disguise: 1d20 - 2 ⇒ (7) - 2 = 5

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Arnaut wipes invisible dust off his invisible sleeves and rolls his shoulders a few times to open his ribcage. Softly he begins to chant - a barely audible whisper of words not quite Thassilonian, but close enough that if you squinted and looked at it sideways you’d be forgiven for thinking it was. The stage was set - now for the star of the show to make his entrance.

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We haven't heard from Cazic yet, so I'm going to assume assent to F.R.'s added touches, and that she'll be hiding nearby.
Falling Rock stowed his distinctive earth breaker in his handy haversack before stealthily hiding in a small copse of trees near the building where Sneve is staying.
When Arnaut begins his spell, Cazic uses Rilke's wand to drop faerie fire on the Shoanti's location. Falling Rock then strides into the open, appearing as a muscular Thassilonian man in rune- and gem-studded armor, flickering with ghostly light. He makes a show of looking around slowly, then his attention fixes upon the disguised Lady Gabrielle.
"Those who covet the Rune Lord's Key shall serve him in death," he declaims in Thassilonian. "Emperor Xin requires souls for his armies." He draws a longsword and stalks menacingly toward the false Duchess and Sneve.
Stealth (urban): 1d20 + 29 + 4 ⇒ (17) + 29 + 4 = 50 (for hiding pre-show)
Disguise (hat of disguise): 1d20 - 1 + 4 + 10 ⇒ (14) - 1 + 4 + 10 = 27

GM Redelia |

'Duchess's' bluff check: 1d20 + 43 ⇒ (6) + 43 = 49
The 'Duchess' passes a bluff check.
Arnaut intimidate: 1d20 + 29 ⇒ (15) + 29 = 44
Arnaut passes an intimidate check, using magic.
Falling Rock intimidate: 1d20 + 3 ⇒ (16) + 3 = 19
Falling Rock passes at intimidate check, considering circumstance bonuses I'm granting for some of the fun setup.
Sneve flees back into the cottage, seemingly thoroughly convinced.
OK, success at that mission. I'll put up the next one in a few minutes.

GM Redelia |

"We’re still a little short on funds and we need to make some quick coin! If you’re daring enough, head over to the Alabaster District and enter a hydra baiting competition at the Serpent’s Run coliseum. The Master of Games, Axetongue Droaeb, has offered a decent sized purse to adventurers willing to get in the ring with one of his ferocious multi-headed beasts. As always, this event draws a tremendous crowd, one whose coin will more than double the purse he pays to contest participants."
I'm avoiding the morally dubious missions, because I find them no fun, and I think your less talky party members would like a mission they can excel at.

GM Redelia |

You easily find the coliseum. To win, you must fight a beast for at least six rounds without any of your team dying or going unconscious. Drawing the fight out for longer results in more money for the auction.
You have a chance to do a bit of buffing before you entire the arena if desired.