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Scratch nods, accepting the information as its been given "Good luck with the new mold." He heads off with the others, once outside he speaks up.
"Two for two on our likely suspect.. or at least someone tryin' to look like 'im. Let's go talk to the mugged woman eh?"

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Current Clue Points:6
Details about the socialite Evanine Valborne’s estate and visiting hours are readily available by checking the local newspapers, as one of her friends has taken out an advertisement requesting for “anyone who holds her dear” to pay her a visit after the attack in Grandbridge 2 days ago. Her friendship with Grand Princess Eutropia makes a regular appearance in Taldan gossip, especially as they often attend the opera together.
However, Evanine Valborne lives in the Westpark district, which is a gated, walled neighborhood with regular security patrols. This prevents stray visitors from wandering onto her estate. Each party member must attempt a Diplomacy, Deception, Society, Stealth or appropriate Lore check as they travel through Westpark.
Everybody has to roll on this one. Follow the expert is available if we have any experts in these areas. DCs for Diplomacy, Deception, Society, Stealth are all the same.

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Kat takes a deep breath and ensures that nothing on her person can reflect light. She enters the bushes and tries to become one with them.
Stealth: 1d20 + 9 ⇒ (10) + 9 = 19

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"Gated community, best not draw a bunch of attention or we'll get tossed out on our keisters!" Scratch knows how to keep a low profile, usually though its for blasting holes in monsters.
Expert Stealth: 1d20 + 13 ⇒ (15) + 13 = 28
Scratch is an expert in Stealth if anyone wants to go that route.

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What a stealthy group
Zenith follows close behind Kaitlyn, Jaxon and Scratch, keeping care to remain out of site of the patrols.
Stealth: 1d20 + 11 ⇒ (14) + 11 = 25
"Pst Shandra, I would've thought you'd be sneaking along too" Zenith whispers from behind a barrel.

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At this point, five of six have rolled and you have five successes, so even a crit fail still leaves you with enough successes. I am going to call it a win.
When you arrive, Evanine Valborne lays on a reclining couch with a cloth compress on her cheek. Despite her state, she wears a fashionable dressing gown and has applied makeup that flatters her warm, amber skin. She gives a dramatic sigh before greeting you with, “Yet another set of admirers come to hear my tale of woe?”
Without waiting for you to respond, she launches into her story:
I was walking back to my home from Grandbridge last night when a group of Pathfinder agents chased after me. The agents caught me as I tried to flee. One of the agents restrained me and another told me to “choose my allegiances carefully.” Just as an agent pulled out a dagger to stab me, another man ran at me. The attackers released me. I saw the man and the attackers running off into the night. Of course, I didn’t follow, as I was too much in shock to even move.
Each party member can attempt a single skill check, and the group can earn a maximum of 3 Clue Points.
Suggested skills in order from easier to harder:
Deception check to convince her to keep talking
Perception check to Sense Motive
Diplomacy check as you question her on the details
Other skills can be applied with justification, usually against a higher DC

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I've never really been good at blending in... Zenith thinks to themself after hearing Shandra.
--------
Upon arriving to the estate, Zenith listens to the tale, making sure to nod appropriately and make an occasional gasp or "oh my" to feed Evanine's ego and keep her talking in hopes she might share something relevant to the investigation.
Deception: 1d20 + 9 ⇒ (13) + 9 = 22

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Current Clue Points: 7
Zenith Keeps Evanine talking and learns:
The attackers cast light spells using their wayfinders to see on the dark street. One of them dropped one of the wayfinders, but the constabulary took it to White Hall, their Grandbridge headquarters, as evidence.

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Its takes about 5 seconds for Scratch to realize something Torag's B@!$*!%s! This place is full of crazies, not a one has ever been past them black iron gates. He keeps his mouth shut though and just listens to the story.
Perception: Sense Motive: 1d20 + 12 ⇒ (7) + 12 = 19

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Kat listens, trying to gauge Evanine's mood or whether she's trying to pull a fast one over her friends.
Perception, Sense Motive: 1d20 + 7 ⇒ (16) + 7 = 23

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Current Clue Points: 9
Scratch and Kaitlyn manage to tease out the rest of the clues from Evanine's story
Evanine recalls that as the attackers were running off, the man shouted that they were “incompetent fools” and said that they were using his fine tools like dunces. It was unclear whether he was berating subordinates or chastising strangers. The man she saw during the attack was light-skinned with grey hair.
With some prompting, Evanine remembers a few more details about the man’s appearance. She recalls that he stopped to look around and fish something out of his pockets before pursuing the other men. He was an older man wearing a heavy cloak over a leather work apron.
What would you like to do next?

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Kat looks a bit startled at the description, though she tries her best not to show it...
"How can you tell it was an older man?"

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Not sure if I should still roll for travelling for Westpark but here it goes.
Stealth: 1d20 + 10 ⇒ (1) + 10 = 11
So unstealthy, I need to Hero Point that: Stealth: 1d20 + 10 ⇒ (2) + 10 = 12 Hmmm...
It seems very hard for Avery because her owl keeps hooting. Hush, Sophia! We're supposed not to gain attention! What is happening to you?" she tells her bird but she seems to ignore her.
Upon her arrival and hearing the words of Evanine, she feels sorry for her. Ï'm sorry for what happened to you. Do you mind if I check your wounds? I can perhaps help you heal faster or lessen the pain you are feeling. If you want, I can make you a better compress than that." she tells her as she sheepishly points at the woman's cloth compress on her cheek.
Medicine: 1d20 + 11 ⇒ (6) + 11 = 17

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Clearly not in her element, Shandra stayed silent during the meeting.
Once the meeting over, she turns to her comrades.
We can go to White Hall and hope to be able to take a look at the wayfinders they took from the crime scenes. Or go to the Oppara Lodge and question Lolly about Musello whereabouts?

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I could tell he was an older man due to his greying hair, and his face looked like it was weathered from years in the sun and rain.
Thank you for the offer of the medicine, but I can assure you I have access to the finest physicians in the city. Don't you worry yourself about me.
Shadra is correct about your options. Lady Morilla did suggest gathering sufficient evidence to convince the Lodge staff before you go there.

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Scratch nods, once everyone has had their fill of the performance he heads out "Keep outta the hot sun, thanks for the info Lady."
---
"Well, sure does sound like the VC is in on things, at least somehow. We should head on over to the White Hall, see if we can't get a look at the evidence they got on hand?" He looks to the others for their thoughts.

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Zenith thanks Evanine and agrees that the party should go to the White Hall. "Our instructions were to gather as much evidence as possible before going to the Oppara Lodge" they say, prompting whomever took the sheet of paper of leads from Lady Gloriana Morilla to pull it out and confirm the instructions if someone doesn't believe Zenith.

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You can easily find White Hall, as it stands above the neighboring buildings as a four-story marble structure.
The grand entrance to White Hall opens to a wide, naturally lit room. Signage points the way to publicly accessible offices on the first floor. The signs for evidence storage are likely of most interest to you which leads you down a maze of hallways to a back room.
The temperature in this windowless room drops to a chill. A front desk cuts off access to the shelving, storage units, and tables that fill the room. On those shelves, rows of crates and cloth bags bear neat labels.
As you enter this room, a bell on the door rings and the pair of workers cease their chatter. One of the workers, pauses from writing notes about recently received evidence to look at you with curiosity. The other worker remains focused on retrieving crates. Just past the desk, an open wood case on a table displays several wayfinders.
The gnome worker who was taking notes pipes up and says Hi, I’m Spritz Wellenly. How can I help you?
While Spritz isn’t supposed to give out information about an ongoing case, she’s quite bored, and any conversation is likely to lead her into talking too much. You can attempt a Diplomacy or Deception check (same DC for either.) Each of you can attempt a single skill check, and the group can earn a maximum of 3 Clue Points. Skills other than those listed can be used with justification.

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Kat stands by and watches as her companions engage the gnome in conversation. She makes it look like she's uninterested but she watches the gnome's face for "tells".
Perception (Sense Motive) +7
Basically while everyone else talks to Spritz, she'll be watching to see if the gnome lets something slip. Kat doesn't have the social skills...

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Deception: 1d20 + 5 ⇒ (15) + 5 = 20
Jaxon grins at Spritz, though it comes across as a bit of a sneer. "Heya Spritz, good to see you again! Been a while, but always good to see you. Whatcha been up to lately? I bet the bosses still don't appreciate the work down here, huh? Keep y'all dark and cold, amirite?" He chuckles and nods at the gnome.
Jaxon glances over to the open case of wayfinders. "Whatcha got there?"

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Current Clue Points: 10
Kat Perception to Sense Motive: 1d20 + 7 ⇒ (20) + 7 = 27
I am going to treat this a little like a Social encounter, and allow Kat's Sense Motive to give you more information about Spritz and open other skills that might not be obvious for the others to use. Kat realizes Spritz is an Inventor and she is in the process of reviewing information about the wayfinders. I am going to expand the obvious skills to include Pathfinder Society Lore and Crafting. Other GMs can comment privately or in the discussion if they like
Spritz looks at Jaxon a little oddly but replies You know how it is, You gotta do what is necessary to make a living. They found these things at some recent crime scenes, so I am cataloging them as evidence.
Jaxon gets a Clue
The wayfinders each bear an unusual modification, including one that casts darkness instead of light and one that is made from adamantine.
End Clue

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Zenith smiles and tries to make their voice as pleasant as possible, "Would you mind if we took a look at one of those things over there?" pointing to the wayfinders. "Just for a second. You can hold it the whole time if that'd make you more comfortable."
Diplomacy: 1d20 + 9 ⇒ (15) + 9 = 24

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"Made of adamantine? Someone was really worried about getting their toy dinged up I guess. Wonder what sorta tools you need to work on somethin' so hard." He scratches his chin and pulling out a few tools to ponder over... unfortunately nothing all that interesting. Will only hero point that if its a crit fail.
Crafting: 1d20 + 10 ⇒ (3) + 10 = 13

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Society Skill: 1d20 + 8 ⇒ (17) + 8 = 25
"Aren't wayfinders from Pathfinder Society? I wonder how those got into the crime scene." Avery expresses her dismay. Her suspicion about Musuello being involved in the incidents grows but she finds it weird when she gets to know that the wayfinders are casting darkness instead of light.

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Current Clue Points: 12
Zenith manages to charm Spritz with his assurances and earn a clue.
Scratch can't seem to find the right words, but doesn't distract from the group's effort.
Avery manages to impress Spritz with her knowledge, gaining access to the last clue.
Begin Clues
The maker’s mark on each wayfinder includes text that says “Muesello’s Machinery.” The maker’s mark indicates that they were manufactured in Oppara, but the constabulary hasn’t found the workshop yet—no such establishment exists in the city’s official records, and the Pathfinder Society has not been forthcoming.
Curiously, the marks show that the newest wayfinder of the bunch was made four years ago. The rest were manufactured anywhere from a decade ago to five years ago.
End Clues
Assuming you will move from there to the Lodge.
The bait and tackle shop that serves are the lodge’s front has a “Gone Fishing” sign hanging from the door.
Kaitlyn Deathsbane's Perception (T): 1d20 + 7 ⇒ (16) + 7 = 23
Avery Wings's Perception (E): 1d20 + 11 ⇒ (17) + 11 = 28 with Low-Light Vision
Zenith's Perception (E): 1d20 + 9 ⇒ (10) + 9 = 19
Scratch's Perception (E): 1d20 + 12 ⇒ (14) + 12 = 26
Jaxon's Perception (E): 1d20 + 7 ⇒ (7) + 7 = 14
Shandra Redclaw's Perception (M): 1d20 + 9 ⇒ (2) + 9 = 11 Low light vision
Kat, Avery and Scratch all spot a Secret door into the bait and tackle shop in an alley in the back.

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"What have we here? There appears to be a hidden door in the back."

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Shandra stayed quiet during their meeting with Spritz as she was never confortable with people representing the law.
Good findings! she says to her comrades once out of White Hall.
As they go close to the Pathfinder Lodge, she looks around, searching for people following them. +9 Perception
Distracted she was not able to see the hidden door that Kat found!
Good catch, Kat. Let's be sure there is no traps before using that door.

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"Just remember guys in case a fight breaks out, we're dealing with fellow Pathfinders most likely so let's try to keep the blood loss to a minimum." He looks back and forth amongst all his guns, wondering just how he's going to do that himself... he pulls his wayfinder out to be more visible for the entrance.
He checks the door over for traps, giving the all clear sign if indeed it is, backing up and moving quietly.
Perception +12 then letting someone more melee lead the way inside. We also may want to have our wayfinders more visible now to hopefully avoid a fight.

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"Right, we'll play tag with them." Jaxon chuckles at Scratch and let's him finish checking the door before he or Shandra goes barging in. "Some oddities, but I'm not sure I would blame them for arresting Musuello, especially with what we know too. I mean, I'm happy to kick their teeth in if they do, but let's hope he has a better explanation."

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darkvision, plus lifesense(imprecise 10ft)
Zenith whispers curiously, "Why didn't we get told about this secret door in our briefing?" Though they don't hesitate to attempt to open the hidden door once everyone is ready.

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Current Clue Points: 12
Nothing to see here.
No one sees any traps.
A check of the Secret Door reveals it is locked with a pretty hefty lock. The front door was also locked, but the lock looked much simpler.
Go ahead and place yourselves on slide 6

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"Maybe we should try the cheaper lock out front? I mean.. I'm sure I can blast a way in but, well.. that's not all that 'quiet'." Scratch reveals a slew of homemade explosives tucked into a bandoleer and grins.
I've been wanting to use some of my demolitionist skills forever but of course we're trying to keep things on the downlow this scenario grr. Scratch does not have thievery.

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"You know, most of the time, I would really want to see you blow the door wide open, but just in case he's being framed, maybe we don't want to destroy the place." Jaxon walks back around to the front and looks around at the street to see how busy the area is. He walks up to the door and slips a set of lock picks into the lock and deftly twists it. He pauses to check the door for any traps.
Thievery: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Perception for traps: 1d20 + 7 ⇒ (6) + 7 = 13
Waiting for others to be ready, but Jaxon will then enter.

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Scratch nods in agreement, a bit disappointed, but still in agreement. He follows quietly to the front door and ducks behind some cover and waits.

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Zenith assists Jaxon by watching closely and offers advice even though Jaxon may not need it. "Sorry, don't mean to intrude..." they whisper.
Aid Thievery, trained: 1d20 + 11 ⇒ (13) + 11 = 24
Zenith otherwise continues to be ready to enter when the rest of the party is ready.

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Jaxon works the lock on the front door with subtlety, and the tumbler clicks into place.
Unfortunately, this lock requires two successful checks to open (the back door requires five, with a higher DC.)
After Jaxon gets the one tumbler picked, the door suddenly opens and a kobold sticks her head out the door. Can't you see the sign says closed! Go Away!
New image on slide 7
She starts to close the door behind her.

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“Hi!“ Avery stops the door before it can even get closed. “We're actually here for something more important.“ she tells the kobold and looks at the others to tell the kobold what they are here for because she is not good at Diplomacy. “Do you mind letting us in first before we tell you about it? We might be overheard here.“ she adds.

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Well hurry inside then, and don’t go showing that off.
Cases of artificial lures line the walls of the shop past the entrance in this small sales room. Fishing poles stand in neat racks on display in the shop’s window, crowding the space and obstructing much of the view. Signs on capped barrels advertise a wide range of live bait, from leeches to minnows to crickets. A wooden counter holds a locked money box and a ledger. Three doors lead out of this room: one to the street outside, one behind the counter, and one on a wall covered with mounted fish.
There is a storage room to the South that the party can enter as well, as there is not enough space in the front room. The door to the storage is the one on the wall with the mounted fish.
What do you want then?

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Scratch quietly sneaks around outside to keep eyes on the secret door, just in case their man tries to slip out the back way. He keeps himself tucked away from whatever he can find to hide behind.

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Jaxon looks the kobold up and down as he tries to slide past her. "You Lolly? We're here to help you boss out of this jam. Is he here? It would help for him to fill in some of the gaps in what's happened." He looks around the storage room for any signs of other people.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16

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Jaxon Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Jaxon, it doesn't look like anyone else has been here recently.
Lolly replies If you mean Venture Captain Muesello, I don't know where he is. He messaged me to come an help him work on some machinery. I arrived two days ago, but haven't seen him. What's this all about? Who are you and what do you know about what is going on with VC Muesello?

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Zenith shrugs, "Well, we were hoping you would answer the same. I'm Zenith and we are all with the society. We are investigating some weird occurrences around town and some wayfinders were collected as evidence at one of scenes. We were checking in on VC Muesello to make sure he's okay and if he had any information for us. Who are you and do you know where he is?
Diplomacy if needed: 1d20 + 9 ⇒ (13) + 9 = 22

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Current clue points: 12
Zenith seems to put Lolly a little more at ease.
Kaitlyn Deathsbane's Perception (T): 1d20 + 7 ⇒ (12) + 7 = 19
Avery Wings's Perception (E): 1d20 + 11 ⇒ (2) + 11 = 13 with Low-Light Vision
Zenith's Perception (E): 1d20 + 9 ⇒ (8) + 9 = 17
Shandra's Perception (M): 1d20 + 9 ⇒ (12) + 9 = 21 Low light vision
Scratch's Perception (E): 1d20 + 12 ⇒ (2) + 12 = 14
Jaxon's Perception (E): 1d20 + 7 ⇒ (6) + 7 = 13
You both realize Lolly is hiding something.
Perhaps explaining more about the situation and talking about the evidence gathered so far will help?

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Avery looks at Zenith, then to Lolly. “We both know that the Venture-Captain makes wayfinders. Unfortunately, one of the incidents he is linked with has wayfinders as evidence with his signature mark, 'Muesello's Machinery'. What's odd is that those wayfinders found were modified to cast darkness instead of light.“ she explains the latest info they know.
She then looks at the others to maybe explain their other findings.

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Avery, the wayfinders had different unusual modifications,
including one that casts darkness instead of light and one that is made from adamantine.
Lolly has her eyes downcast as she explains: Muesello showed up yesterday and went into his workshop. He didn’t explain what he was doing, and urged me to stay away from the lodge in case someone showed up to cause trouble. I ignored him, of course, and stayed at the lodge in case he returned.
I guess I can let you into his workshop, but Muesello warned me that he left an “unpleasant surprise” for any enemies that might come poking around—I hasn’t gone in the room since Muesello left.
The back/left half of the Lodge is considered Muesello's workshop.
A single desk sits in the center of this workshop, with the top clear except for a pair of lamps and a magnifying lens. Wheels on tool and supply chests allow them to move within reach of the desk easily. Several half-finished projects sit around on tables. A thin layer of dust coats the room.