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"I'll give it a try but I can already tell that my outfit is going to be ruined, just ruined after this!" Lioness says.
Athletics: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
This time he gets a good grip and leverage before going to work on the innards of the thing.
Crafting: 1d20 + 8 ⇒ (2) + 8 = 10

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"Ruined?" says Zibini with a laugh, "No, the purple is good for it!"
He ducks under the layer now held in place by Lioness. He knows a little about mechanics, but lacking confidence in his ability focuses his mind as much as his hands on the task.
Cast guidance on himself.
Craft: 1d20 + 5 ⇒ (6) + 5 = 11

GM Hmm |

Azheem attempts to grab hold of the middle tier and instead goes spinning around the room...
...and once again, takes no damage from the Centrifugal Slam! This is a group with excellent fortitude. Walton attempts to grapple the fountain, but does not go for a spin as the middle tier only has one reaction.
Finally, Lioness grabs on to the middle tier and holds it still. Zibini tries to deactivate it, but to no avail.
The fountain still sloshes people with its spinning bottom tier, but Lioness's iron grip still holds it in place this round.
★ --- ★ --- ★ --- ★
ROUND TWO / THREE: Let's get sloshed!
Lioness
Fountain (Top Tier Disabled; Middle Tier Grappled)
Walton
Alice + Alice
Azheeem
Hercule
Zibini
Map on Slide 8!

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Thata boy, hold it steady! Walton sputters to Lioness as he tries to wind down whatever’s winding throw thing up.
Crafting to Disable: 1d20 + 6 ⇒ (17) + 6 = 23
He then looks to Alice the girl I believe is our grappler- if misunderstood, the eidolon Think there’s just the one to go. Good luck!
Guidance on Alice (the grappling one)

GM Hmm |

Walton disables the middle tier! Only the lowest tier is left.
Hercule, I will keep your roll for when someone grapples the bottom tier. Unless you want to grapple it as welll?

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This wasn't bad at all! They were handling, and nobody was getting hurt.
Zibini focuses on that sense of confidence and accomplishment and lets the feeling spread to Hercule.
Casting guidance on Hercule.

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Ahzeem stands up, shakes his head to clear it, then attempts to grapple the final tier...
Ahzeem Kazahd's Athletics (T): 1d20 + 5 ⇒ (16) + 5 = 21

GM Hmm |

Hercule manages to partially disable the final tier, which requires two successful craftinng checks to disable,
Can we have a final crafting check?

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Seeing the fountain hasn’t quite stopped, Hercule admits “Perhaps I spoke to soon…”
Zibini, Lioness, Alice? Any of you able to make the Crafting check?
Guidance only takes one action which is why I included Zibini.

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"I think so...hopefully, it works the same way as the other one did," Lioness says.
He leans over and examines the inner workings, trying to figure out how to stop it.
Crafting: 1d20 + 8 ⇒ (17) + 8 = 25

GM Hmm |

Lioness manages to disable the final tier.
★ --- ★ --- ★ --- ★
The fountain slowly returns to clear and gushing water. Many of the guests are completely distraught that their fine clothes have been ruined! "I borrowed this scarf from my grandmother to go to the party," one young woman sobs, "and I'll never be able to afford the magical cleaning bill to make it right!"
Each of you can attempt a Crafting, Diplomacy, Deception, or Performance check as you work together to defuse the situation by calming guests, fixing ruined clothes, and otherwise cheering people up.
This is NOT a Secret check, and your roleplay can influence the roll!
★ --- ★ --- ★ --- ★
Meanwhile, Walton hears his name called from a puddle of grape juice. "Walton!"
If anyone else has played #3-08: Foundation's Price on the character you are playing right now, assume that your name was called as well. And let your GM know this please!
"You brought some lovely friends, Walton! I especially like the one that is disguised as a children's toy!" A genie's face peers out from the pool, as though they were a reflection. “Goodness gracious, Pathfinders,” they coo with exaggerated, feigned innocence. “It looks like I, the clever Safa, have been sent to spoil your precious little party! If only there were some brave, competent Pathfinder agents around to foil my meddlesome pranks. Oh, well. One down, four to go!”
"Walton... pay attention!" Safa grows briefly serious and adds, “The man who holds my seal came to watch your struggles in person this time. His fury towards you may even overpower his cowardice, now. Watch your back—and take this.” Safa hands one lesser healing potion to Walton directly. It's in a crystal carafe, and smells like grape juice. Four other lesser healing potions materialize on the brim of the fountain.
And if anyone else has a Foundation's Price chronicle on their character, you also find that yet another carafe has magically appeared at your belt.
She lingers for only this brief moment and vanishes without waiting for questions.

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With grape juice still dripping from him, Hercule picks up the glass that he had dropped. He briefly inspects it, and finding it intact uses it to get some of the juice out of the remains of the fountain. He then gives his own opinion of it.
RK Lore fruit juice via Keen Recollection, +6
Adjusting his bowler hat, he then makes the rounds reassuring the guests. His clothing starts cleaning itself. As he circulates, he helps take the stains out of some of the guest’s apparel as well, tipping his hat and asking permission before focusing on their items.
The woman who fretted about her grandmother’s scarf is the first to get his attention. “Well, that just wouldn’t do would it! My apologies for this little disruption, let me see the scarf if I may? A beautiful piece, quite lovely.”
Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15
For my second case, Pursue a Lead: Safa’s Master

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Knowing that this Safa has seen through her "disguise", *and* announced it to everyone, the little girl picks up the doll. Then the Alices go around to the various guests to try to diffuse the situation.
The doll casts Bullhorn, then says (to everyone) in her cutest little voice, "Your clothes will come clean. The genie was so mean. No more consternation. We request your cooperation."
Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17

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The fountain slowly returns to clear and gushing water. Many of the guests are completely distraught that their fine clothes have been ruined! "I borrowed this scarf from my grandmother to go to the party," one young woman sobs, "and I'll never be able to afford the magical cleaning bill to make it right!"
Sputtering and covered in juice himself, Walton wrings out his hat as he stands back up. Well that sure was something. He looks at the guests, starting near the crying lady and then turning to the other. Was not expecting a juice attack so early in this little shindig, but ain't that just a part of Pathfinderin'?! He tries to give a big smile. You all came to dance and drink with us here tonight - well just consider this a brief taste of the life. And a nice nonlethal one to boot! Sure it'll be a great tale to tell around the city. Now, let's see if we can't whip up a finale for y'all?
Leaning back down in the fountain And his mouth downturning quite a bit the moment he's looking away from the guests 'damn drink's got my coat and boats all soaked' the gunslinger then tries to see if he can get the fountain's piping back up and spraying something fancy - and contained to the pool this time
Crafting: 1d20 + 6 ⇒ (14) + 6 = 20
★ --- ★ --- ★ --- ★
Meanwhile, Walton hears his name called from a puddle of grape juice. "Walton!"
[ooc]If anyone else has played #3-08: Foundation's Price on the character you are playing right now, assume that your name was called as well. And let your GM know this please!
"You brought some lovely friends, Walton! I especially like the one that is disguised as a children's toy!" A genie's face peers out from the pool, as though they were a reflection. “Goodness gracious, Pathfinders,” they coo with exaggerated, feigned innocence. “It looks like I, the clever Safa, have been sent to spoil your precious little party! If only there were some brave, competent Pathfinder agents around to foil my meddlesome pranks. Oh, well. One down, four to go!”
"Walton... pay attention!" Safa grows briefly serious and adds, “The man who holds my seal came to watch your struggles in person this time. His fury towards you may even overpower his cowardice, now. Watch your back—and take this.” Safa hands one lesser healing potion to Walton directly. It's in a crystal carafe, and smells like grape juice. Four other lesser healing potions materialize on the brim of the fountain.
As Safa's face vanishes, Walton blinks in surprise. Seeing the carafe in his hand now and a few more vials strewn about, he whispers to his partners He, any of you see that? 'Wisher in the grape water? Unless this grape juice's a lot stronger than I thought, there might be more shenanigans afoot in here.

GM Hmm |

Hercule believes that the grapes are a native Qadiran strain known as the Desert Star. These grapes are known for their hardiness to draught and their delicious sweetness. They are usually served for dessert rather than being used for wine, but their juice is quite prized.
"Oh you got the stain right out!" The woman holds the beautiful scarf up, that has been lovingly hand embroidered by her Grandmother, and several of the other guests admire how well the scarf has been cleaned. She seems quite pleased, but there are other guests, equally distraught.
Alice and Alice charm a number of guests, many who titter at the doll with the booming voice, and Walton pours a little soap in the fountain so that bubbles float out into the room, causing all the guests to ooh and ah!
★ --- ★ --- ★ --- ★
What are the rest of you doing to calm them?
Alice + Alice
Azheem
Hercule
Lioness
Walton
Zibini

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Ahzeem calls out..."Relax everyone. This little incident will not disrupt the overall event. Please, return to what you were doing and the Pathfinder Society will make a supreme effort to make things right before it is time for everyone to leave tonight."
Ahzeem Kazahd's Diplomacy (T): 1d20 + 7 ⇒ (1) + 7 = 8
Ahzeem then scans carefully scans the room looking for anyone more concerned with the goings on then their damaged clothes.
Perception +9

GM Hmm |

Do you keep that Critical Failure, Azheem?

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Zibini's own new outfit is also now soaked with juice, but he laughs and twirls.
"Ruined?? Just changed! I like the purple, and it has a fun story to go with it. Here, watch how it sparkles in the light!"
He points into the fountain, which lights up. He raises his hand into the air and sends four brilliant purple lights dancing about near the ceiling of the room, twirling out towards the corners before returning to circle the fountain again.
As he's directing the light show, he mutters quietly to Walton, "Yeah, four more tricks by the sound of it. And healing potions? Might get more dangerous."
Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28
Dancing lights is one of Zibini's Psi cantrips, so he can ignore the usual limitations about keeping the lights near each other and himself.

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I didn't notice that I had rolled it. I would like to use my Hero Point and reroll, please.
Ahzeem Kazahd's Diplomacy (T): 1d20 + 7 ⇒ (19) + 7 = 26

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"Honored, guests, my little buddy here is right. These clothes aren't ruined, they're just changed!" Lioness says. He takes a healthy does of salt and some of the bubbly water from the fountain and twists it up in the hem of his shirt before tying it off. He squeezes and kneads the little lump before opening it back up and revealing a flower like pattern of white, pink, red and purple.
Crafting: 1d20 + 8 ⇒ (18) + 8 = 26
"Who else wants a memento of this memorable night?"

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As he's directing the light show, he mutters quietly to Walton, "Yeah, four more tricks by the sound of it. And healing potions? Might get more dangerous."
Well at least this thing's getting interesting Walton whispers back. So long's the rest of 'em keeps to the juice end and not the 'human juice' side.
Given Safa's comments about her master coming in person, Walton would also like to looks around the room while we're trying to placate the crowd to see if there's someone who seems a bit too interested in us six, or seems to be trying to rile other people up. Perception +7

GM Hmm |

Delighted by your varied performances and the free magical cleaning you provide, the crowd of assembled guests see the humor in this harmless prank and burst into applause. "What a delightful evening this has turned out to have been so far!" one society matron says, and others nod in agreement.
★ --- ★ --- ★ --- ★
Ahzeem Kazahd's Perception (T): 1d20 + 9 ⇒ (6) + 9 = 15
Walton Dilcox's Perception (E): 1d20 + 7 ⇒ (17) + 7 = 24
Ahzeem Kazahd's Society (T): 1d20 + 5 ⇒ (13) + 5 = 18
Lioness Lapping Blood's Society (T): 1d20 + 8 ⇒ (6) + 8 = 14
Hercule Purroit's Society (E): 1d20 + 10 ⇒ (5) + 10 = 15
Alice's Society (T): 1d20 + 7 ⇒ (18) + 7 = 25 Includes Level Bump
Alice the Child's Society (T): 1d20 + 4 ⇒ (12) + 4 = 16 Includes Level Bump
Although Azheem has the uncomfortable feeling that someone has been watching and sniggering at your group, that's all that it is... a feeling without proof. Walton, however, searches his memories and remembers seeing a Qadiran human man with antlers on his head who had been dressed in aristocratic finery. The man had had an angry expression on his face before disappearing into the crowd. When Walton describes his memory to the rest of you, Alice and Azheem both believe the man might have been a skelm, a humanoid creature filled with supernatural self-entitlement, rage, bitterness, and other awful qualities.
★ --- ★ --- ★ --- ★
You still have not seen your Special guests, and you have been warned that there may be more troubles ahead of you. It's time to explore the lodge!
Which way do you go? Feel free to draw a multi-room path on the map on Slide 8.

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"Very wise, little one. Best to be careful not to skip any rooms so as to minimize possible attacks from behind." says Ahzeem.
Should the light become dim or even absent, Ahzeem will draw his scimitar and cast light on it as needed.

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Hercule excuses himself from the crowd and follows Ahzeem, Alice and Lioness.
As they get into the room, he says “Is there anything you can tell us about Safa and her master, Walton? I gather you’ve met before.”

GM Hmm |

You go south!
This modest exhibition room will someday display trophies and tributes to the Pathfinder Society's success in the region, but as this occasion marks the Sedeq Lodge's grand opening, there isn't much to show off yet.
The only item currently on display is a frieze depicting the defeat of a marid named Perizia by a group of Pathfinder agents, an event* that secured the permission to build this lodge.
"Beautiful, isn't it?" One of the guests, an ifrit gnome in a little fez and dapper-looking crimson robes sniffs as they look up at the frieze. "I hear that Esmayl commissioned this piece in memorial of the battle. Maybe the public display will remind Sedeq's genie binders how easily their cruelty can be repaid."
As you glance around the room, you see the gnome place three lesser Bravo Brews near the bottom of the frieze. "A gift to the brave," the gnome says to you, tipping their fez, "from Ali the alchemist." Each bottle has a card with details with the address of Ali's shop, The Lava Lamp. "Perhaps someday the Society might even want to order supplies from my humble little establishment? At reasonable rates?"
___
* Scenario #2-16: Freedom for Wishes. If your character has credit for that scenario, you can find yourself depicted in a rather idealized and unrealistic fashion in the frieze.

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Hercule excuses himself from the crowd and follows Ahzeem, Alice and Lioness.
As they get into the room, he says “Is there anything you can tell us about Safa and her master, Walton? I gather you’ve met before.”
Walton scratches his ear. "Well let's see. Last time I was in this here city was to check in on the lodge, seein' as every single fellow 'Finder had up and vanished. Turns out it was Safa tricks - put 'em in some sorta genie sub-world, he shrugs Or some such: I ain't exact a magic expert. Then the typical fairy-tale stuff: doing tasks in exhcange for a reward, betrayal at the end, sure you've seen the same before. Safa seemed awfly kind about it though, gave us little hints at how to get under the skin of the one pullin' her chain. Or seal I guess. She didn't say much about who that is, 'cept that he's cruel, she's fond of us, and apparantly he's real bad at phrasing orders that don't got loopholes.
As they go into the room, Walton wanders over to the frieze and eyes the card on one of the vials. Ali. Well I'll be sure to check your place out before I leave then. How're you enjoying the party so far?

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Smiling at the gnome, Hercule says “Why thank you, Ali.” as he accepts the business card. “I will make sure to mention the Lava Lamp to Esmayl next time I see him.”
Turning to Walton he says “Prone to anger and not careful with his words. Well that should put us at an advantage for any verbal duels!”
As he is saying this, he adjusts one of his cuffs. It looks like he has removed all the juice stains from his clothing. He then strokes his waxed whiskers.
He spends a moment looking at the frieze to make sure it has not been changed in some way, such as Aspis emblems being added or someone mooning the viewer.

GM Hmm |

"Most excellent! And I loved your fountain surprise! So clever!" Ali beams and bows out. "Please, takes these brews as a gift, and tell me sometime how you managed such a clever trick!"
Hercule checks the frieze, and finds no significant alterations. Gifts in hand, you move on to the next room.
★ --- ★ --- ★ --- ★
Safa's Sarenrae Serenade
You check further south, and find a hallway with doors to East, West and North. Raucous music is coming from the door to West, which is the next room in the Clockwise direction. As you open the door, you hear:
♫ Let me tell you a tale right quick
About the night Cayden Cailean
Decided to dip his wick
While lying drunk in Shelyn’s Garden
Shelyn was there and Desna too
Then Sarenrae scattered sunshine
So they could admire the view
While lying drunk in Shelyn’s Garden
Way-hay up he rises
Way-hay up he rises
Way-hay up he rises
Dancing drunk in Shelyn’s Garden
The ladies had already started their lovin’
(So Cayden was alas behind)
But he asked consent to shove in
While blind drunk in Shelyn’s Garden... ♫
A bronze plaque installed into the stone wall assures all visitors that, although this prayer hall was designed in deference to Qadira's patron goddess, travelers of all faiths are welcome within.
One side of the double door currently stands open, and through it echoes the light refrain of a song that would seem more at place in a tavern than a house of worship. Inside, three rows of pews and three of prayer rugs flank a carpeted isle leading straight to the altar, above which hangs a life-sized wooden statue of Sarenrae in her traditional pose, her arms and wings outstretched. The statue is also the source of the music, as the wooden goddess's mouth continues to sing additional lyrics of this bawdy, blasphemous ballad about Sarenrae, her lovers Desna and Shelyn, and the sorts of things they get up to during a weekend bender with Cayden Cailean.
A tall man with ash-gray skin stands at the altar, his cold, silver eyes narrowed upon the statue and his shoulders tense with barely contained anger. Sarenrae's holy symbol dangles prominently from the chain around his neck. "What is the meaning of this outrage? My faith and goddess are being mocked! Is this how you Pathfinders choose to honor Sarenrae?!"
Ahzeem Kazahd's Society (T): 1d20 + 5 ⇒ (12) + 5 = 17
Lioness Lapping Blood's Society (T): 1d20 + 8 ⇒ (12) + 8 = 20
Hercule Purroit's Society (E): 1d20 + 10 ⇒ (14) + 10 = 24
Alice's Society (T): 1d20 + 7 ⇒ (14) + 7 = 21 Includes Level Bump
Alice the Child's Society (T): 1d20 + 4 ⇒ (17) + 4 = 21 Includes Level Bump
Alas, Hercule and Alice recognize immediately to their chagrin that this outraged clergyman is one of the Lodge's special guests, Agdal Karga.
★ --- ★ --- ★ --- ★
Stop the Show without Scuffing the Statue!
There are a number of things you can do to try to fix this mess.
Finding the Rune: A caster using detect magic or read aura can easily zero in on the faint aura of illusion magic. Alternatively, you can locate the rune if you succeed at a secret Perception check to Seek.
Disabling the Rune: You can disable the rune either by damaging it with a weapon Strike or by succeeding at a Crafting or Thievery check, assuming you can reach it. A critical failure on a check to disable the rune damages the statue. Small or Medium characters with normal reach must succeed at a DC 12 Acrobatics check to climb the altar.
The rune can also be removed with dispel magic (1st level; counteract DC 15).
Soothing Agdal's Ire: Some of you might choose to diffuse Agdal's anger while your friends deal with the statue. You can drown out the blasphemous singing with a song by succeeding at a Performance check, or they can cover up the bawdier lyrics with the original passages from the Sarenite ode the statue parodies by succeeding at a Religion check or or a much lower DC on Sarenrae Lore.
Alternatively, so long as the statue wasn't damaged, the PCs can attempt either of these checks after the statue has been silenced to restore the sanctity of the chapel and demonstrate the PCs' (and, by extension, the Society's) respect for the goddess.
What do you do?

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"If no one else can cast Detect Magic, I can summon a critter that can. Until then, I can sing with Alice," Alice the ragdoll says.
"Oh, Sarenrae!
Oh, Sarenrae!
You've been spurned
And now you return.
Oh, Sarenrae
We long to see you.
In this world or the world beyond.
For we are... your children."
Performance: 1d20 + 7 ⇒ (19) + 7 = 26

GM Hmm |

Alice manages to temporarily drown out the song with much cleaner lyrics, her childlike innocence counteracting the bawdy music.
Meanwhile, Hercule locates the rune exactly!

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Do we have our equipment? If so, Ahzeem will take out his Holy Book of the Teachings of the Goddess Sarenrae,(who he is a worshiper of, and will start to read the proper passage.
"As a fellow worshiper of the Great Goddess, I promise you that we are just as appalled as you with this offense!"
Ahzeem Kazahd's Religion (T): 1d20 + 9 ⇒ (12) + 9 = 21

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“That doesn’t belong there!” Hercule says, pointing towards the rune he found.
Looking to Agdal Karga and Ahzeem, he says “Pardon me, in order to end this I must climb on the alter.”
Provided neither immediately objects, he carefully balances himself on the alter as he tries to gently remove the rune. He is very careful of where he steps, not wanting to further anger Agdal.
Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Thievery, Pursue a Lead: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27 Underworld Investigator allows me to use Pursue a Lead

GM Hmm |

Azheem's shared outrage helps soothe Agdal a little further, distracting the cleric just long enough for Hercule to climb the statue and disable the rune! The Sarenae statue stands silent and demure for now.
★ --- ★ --- ★ --- ★
The blasphemous ballad has stopped, but Agdal looks like he may need further convincing that Pathfinders are worthy of his time.
You can use Diplomacy to make an impression, or Religion or Society at a higher DC.

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Hercule carefully climbs down and then spends a moment tidying the alter.
Going over to Agdal he says “Greetings, good sir. I do apologize but it appears there is a trickster attempting to cause trouble. I do not believe we have formally introduced ourselves.”
“I am Hercule Purroit.”
Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15 I think that I could also use Pursue a Lead for +1 here as well.

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"I wonder how long it took someone to do that? And still not very well thought out."
Zibini grins at Abdar, something that can be ominous from a goblin but is still endearing in a way. "We Pathfinders always set things right so much easier than it was for the bad guys to set them wrong in the first place, you know."
Diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20

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Relieved that Hercule so handily dealt with the mischief, Lioness moves to help the others soothe the sensibilities of their guest.
He moves close to the man.
"It is an unfortunate fact that some people find it easier to mock the gods than to accept their boundless love for us. They find themselves unworthy so they must find a way to make the gods unworthy. Surely we should show these individuals pity and not anger," he says, his words almost literally honeyed as there is an inherent sweetness to his breath as he speaks closely to Agdal.
Diplomacy (Sweetbreath): 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24

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Walton stays back and nods in the corner, keeping a wary eye on the statue to make sure it doesn't start singing again.
Catchy tune though, gotta say he thinks to himself. Shoulda jotted down the lyrics. Thing'd play better at the pub I bet

GM Hmm |
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"Fairly said," Agdal nods, stroking his chin. "Qadira is a land of strange and unpredictable magic—I shouldn't have jumped to conclusions and blamed the Society for this outrageous display." Agdal bows and gives you a +1 striking scimitar. "I brought this to the party as a gift to the Society and a reminder of the importance of Sarenrae's approval. I see I was right to do so!"
Agdal turns to Lioness. "May I ask you one more question? What do you use for oral hygiene? I would love to have honey-sweet breath like yours."

GM Hmm |

Once you finish your conversation with Agdal, you continue on your clockwise journey and find several rooms.
Ahzeem Kazahd's Perception (T): 1d20 + 9 ⇒ (12) + 9 = 21
Walton Dilcox's Perception (E): 1d20 + 7 ⇒ (11) + 7 = 18
Zibini's Perception (T): 1d20 + 4 ⇒ (20) + 4 = 24
Lioness Lapping Blood's Perception (T): 1d20 + 4 ⇒ (1) + 4 = 5
Hercule Purroit's Perception (E): 1d20 + 8 ⇒ (15) + 8 = 23
Alice's Perception (T): 1d20 + 5 ⇒ (15) + 5 = 20 Darkvision
Alice the Child's Perception (T): 1d20 + 4 ⇒ (13) + 4 = 17 Includes Level Bump
★ --- ★ --- ★ --- ★
MEETING ROOM
A dozen plain wooden chairs surround the long, elliptical table that takes up the center of this room. The table is currently empty, but it has been set with a tablecloth in anticipation of the feast scheduled to cap off today's celebrations.
A brief check of the table, chairs and decorations reveals nothing trapped, magical or out of the ordinary.
★ --- ★ --- ★ --- ★
STORAGE ROOMS
Each of these storage rooms contains cleaning supplies, leftover construction materials, training dummies, crates of parchment and ink, and other sundry items needed for the Society's day-to-day business. Other than tripping over a few things in these highly cramped rooms, once again you see nothing out of the ordinary here.

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Earlier with Agdal
Hercule asks Agdal about any sites he would recommend visiting while in Sedeq. He thanks the priest for any advice given.
——
Earlier after Agdal is no longer present.
Looking at the scimitar, Hercule says “Although I am trained in such weapons, it really doesn’t fit my style. Would any of you want to use it?”
I think only Walter is also proficient in martial weapons.
——
Now
“I wonder what other surprises Safa has for us. We best keep an eye open for this master with the antlers on its head.”

GM Hmm |

Once you leave the Storage Rooms behind, you re-enter the Courtyard for a moment to check out the lounge.
LOUNGE
This brightly lit room offers enough space and comfortable seating for a dozen people to relax at the same time. A dozen or so guests in fine clothing make good use of this cozy lounge, a space designed to fulfill exactly this purpose. While one trio in the corner seems fairly embroiled with their card game, the rest form a rough cluster near the center of the room, clearly enjoying the drinks that have been so readily provided. The heart of the party seems to revolve around a young elf whose wispy, sunset-colored hair floats around his head, betraying an ancestral connection to the plane of air. He seems, at first glance, to be performing some sort of mime routine. Certainly, his friends seem to take it that way, egging him on as he presses his hands flat against nothing, feeling out the shape of the invisible box pressing in on him from all sides.
To the slightly less inebriated eye, however, the expression on the young elf's face is clearly not one of amusement, but of barely-controlled panic. His stance is rigid, his chest heaves, and his knees begin to shake. Whatever he thinks is happening to him, it must feel very, very real.
Ahzeem Kazahd's Society (T): 1d20 + 5 ⇒ (2) + 5 = 7
Lioness Lapping Blood's Society (T): 1d20 + 8 ⇒ (9) + 8 = 17
Hercule Purroit's Society (E): 1d20 + 10 ⇒ (4) + 10 = 14
Alice's Society (T): 1d20 + 7 ⇒ (9) + 7 = 16 Includes Level Bump
Alice the Child's Society (T): 1d20 + 4 ⇒ (7) + 4 = 11 Includes Level Bump
Walton Dilcox's Occultism (T): 1d20 + 6 ⇒ (16) + 6 = 22
Zibini's Occultism (T): 1d20 + 4 ⇒ (13) + 4 = 17
Lioness Lapping Blood's Occultism (T): 1d20 + 8 ⇒ (11) + 8 = 19
Hercule Purroit's Occultism (T): 1d20 + 8 ⇒ (19) + 8 = 27
Alice's Occultism (T): 1d20 + 7 ⇒ (9) + 7 = 16 Includes Level Bump
Alice the Child's Occultism (T): 1d20 + 4 ⇒ (12) + 4 = 16 Includes Level Bump
Lioness and Alice feel certain that this panicked elf is one of the special guests you were trying to track down: the genderfluid sylph, Khayrat al-Maren. Hercule and Walton believe that the sylph appears to be under the effects of something like a Phantom Prison spell.
He is murmuring something under his breath.