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Commoner1
◆ Throw rock at Kazmuk
Rock throw at Kazmuk minus non-lethal minus frightened: 1d20 + 3 - 2 - 1 ⇒ (13) + 3 - 2 - 1 = 13
Bludgeoning damage minus frightened: 1d4 + 2 - 1 ⇒ (3) + 2 - 1 = 4
◆ Picks up another rock
◆ Throw second rock at Kazmuk
Rock throw at Kazmuk minus non-lethal minus frightened: 1d20 + 3 - 2 - 1 - 5 ⇒ (4) + 3 - 2 - 1 - 5 = -1
Bludgeoning damage minus frightened: 1d4 + 2 - 1 ⇒ (4) + 2 - 1 = 5
The Storm moves to the quadrant directly North of the Commoners
Haunted Streets: Round 2
Bold may act
Clover 21/24 HP
Commoner2 - HP
Kazmuk 20/20 HP, 6 damage (DC 15 basic Reflex save)
Teneal 20/26 HP
Banterknell 7/18 HP
Commoner1 - HP, Frightened 1
Hazard - HP, 2 Disable Success

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Clover angles her mirror, and in the reflection she's visible standing between Banterknell and the violent bystanders. And, it turns out, she really is.
"That's enough of that, thank you," she scolds the commoners.
Her attention is really on her other self and the haunt, still. "The sooner we wrap it up here, the sooner we can figure out how to help you. Really, cooperation never hurt anyway. Except maybe their enemies' cooperation."
* Mirror's Reflection.
** Disable with Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15

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Clover is beside herself, but she fails to convince the Haunt of her sincerity
Target Selection Clover Kazmuk Teneal BK: 1d4 ⇒ 4
Commoner1
◆ Picks up another rock
◆ Throw rock at BK
Rock throw at BK minus non-lethal minus frightened: 1d20 + 3 - 2 - 1 ⇒ (9) + 3 - 2 - 1 = 9
Bludgeoning damage minus frightened: 1d4 + 2 - 1 ⇒ (2) + 2 - 1 = 3
◆ Picks up another rock
Haunted Streets: Round 2
Bold may act
Clover 21/24 HP
Commoner2 - HP
Kazmuk 14/20 HP
Teneal 20/26 HP
Banterknell 7/18 HP
Commoner1 - HP
Hazard - HP, 2 Disable Success

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This time, as BK dodges the rock, he proclaims, "Really! You should spend more time sweeping these streets. Far too much rubble to my taste. You should return to your homes until we sort this out!"
To the spirit he suggests, "This ruckus is getting you nowhere."
diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8
hero point to reroll
"Seriously? You want to get us pathfinders killed? I swear, you will never be rid of me if you do!"
diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24
I marked the hero point as used on the slide.

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BK finally gets through to the Spirit behind the haunt and calms it down.
The citizens look at you sheepishly as the violent influence of the Haunt leaves them and they calm down.
A young girl is pushed forward by her mother as the crowd departs:
My Mom said to give you this, for calming the spirit. and she hands you a Crying Angel Pendant
A few moment later, a tall Half-Elven woman approaches you.
Um, Um, Hello, my name is Lysandria. I have heard you are looking for someone. Could you please come to my house so we can talk? I don’t live very far from here.

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Clover carefully slips her mirror back into her belt. "Of course! Though distance is no matter to us in any case."

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Oooohhh! A pretty amulet."
BK snags it and twirls it for a while. Then dances with it. Then juggles with it. Then, finally, just wears it. Most of this he does quietly, pretty self absorbed, barely noticing where they are going.

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Lysandria takes you to a small house nearby. Her home is quaint, with just a common space, a kitchen, and a bedroom. Candles fill open spaces on tables and mantles. Lysandria takes a seat in the common room and offers you the couch.
“I’ve heard you’ve been looking around East Hill for the ghost. I haven’t come across it, but I tried multiple times.”
Lysandria begins before taking a break to sob slightly.
“Just over a week ago, my partner Eloise went missing. She was on her way to the Cathedral of Aroden to have some sort of test. She’d been in contact, via letters, with a member of the Society about joining. It had been a life dream of hers to join the Pathfinders.”
Lysandria smiles, then bites her lip.
“I can’t help but feel as if she’ll never get her dream. I don’t know what happened to her, but I fear it’s something terrible. I asked the lodge’s staff a few days ago if they’d heard from her, but they said they didn’t even know her! She would never just disappear without telling me...”
She stands, grabbing a picture frame from the mantle and offering it to you.
“I don’t know if this is of any use, but this is Eloise. We had it commissioned when we moved in here together.”
The portrait’s resemblance to the ghost is uncanny.

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"That's her! She's the ghost! Maybe you could talk to her and get her to open up? That is if we can find her again."

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"She wanted to join the Pathfinder Society?" That was potentially interesting context. "Do you know the name of the person she was corresponding with? Or have any of the letters?"
Clover frowns at Banterknell's bluntness. "We're sorry for--well. I suppose we don't have enough information for that yet. But I'm afraid I don't think it looks good."

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Lysandria sniffles as she goes over to a small wooden box and pulls out a letter. Eloise was so proud of this—she talked about having it framed if she became a Pathfinder.”
Eloise’s correspondence
Eloise,
I’d like to congratulate you on your recent responses to my prior inquiries. You’re exactly what the Society needs in a clerking agent right now. I’ve checked with my superior, Venture-Sergeant Brimson, and it looks like we might have a place for you in our ranks. You’ll need to come visit me at the lodge at the Cathedral of Aroden here in Almas tomorrow evening.
Once you’re on-site, I’ll provide you with a bit of orientation and introduce you to the staff here. Otherwise, we should be good to get you inducted right away and get you processing some new information.
Yours sincerely,
Agent Cadmin

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"Wait! do we have a lodge at the cathedral?"
Anyone have pathfinder lore they could dust off?

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No Lore needed. The current Pathfinder Lodge IS the former Cathedral of Aroden. That is where you set out from this morning.

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Doh! Misremembered
"Just kidding. We just came from there. Would you like to visit?"

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Lost in thought, Teneal attempts to remember the staff he might have briefly met at the Lodge. ”While I am not the most astute with people, I don’t recall these individuals mentioned in the letter.”
Society: 1d20 + 5 ⇒ (17) + 5 = 22

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As far as any of you know, the personnel named in the letter are not on staff at the lodge and the rank Venture-Sergeant does not exist.

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"Abso-positivi-lutely. That would seem to be the next step. Do you think there may be other ghosts. I mean, it is a temple, right. Temples have ghosts? Maybe we could hold a séance. Priests can do that, right? But is it a lodge or a temple, and are there priests..."
BK prattles on about ghosts and priests and temples for a while, looking a bit hopeful.

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There was one other thing. As I was canvassing the area, looking for Elois, there was a foreign man in a run down manor who acted very suspiciously.
Between sobs, Lysandria can give you the location of a run down manor where she met a suspicious occupant.
Please, please, please continue to investigate and find Eloise’s remains so she can be laid to rest. Eloise admired the Society and really, really wanted to join you. She would be honored if Pathfinders found her and put her to rest.
Tears are streaming down her face when she speaks proudly about Eloise's ambitions to be a Pathfinder.

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”We appreciate the faith you have placed in the Society and hope to live up to your hopes by finding Eloise for you.”
Turning to the others, ”I myself would like to meet this foreign gentleman. I’m don’t think our pretend Pathfinders will be foolish enough to be near the Lodge. Should we set off for this forlorn Manor?”

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"Suspicious in what way?" Clover asks as she takes down the address, "Yes, I really think we'd better investigate."

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He was very nervous when I asked about Eloise. And he is staying is a very run-down old manor house. It looked like it was about to fall in on itelf.

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It is a depressing walk through the rain until you arrive at the address Lysandria gave you. It’s an impressive manor home that rises up above several of the other nearby buildings.
The structure has fallen into visible disrepair, along with several surrounding properties. The property’s sparse greenery is overgrown in most areas except for some notable pathways, and the windows are boarded up from the inside. The doors to the sunroom are both removed.
See new slide 2

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"How does a house like this become abandoned in the first place?" says Clover, reaching for her warhammer.
She hesitates. It would help to be prepared for a fight, but perhaps not best to look it. She draws her mirror, anyway--she's at least partially prepared without looking threatening.

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"Looks abandoned. maybe this fellow is a squatter? A long lost relative? A contractor repairing the place? Let's find out!"
BK walks up to the door and knocks, but not before trying to peek into the window to the west.
Note: He is not moving fast so the others can easily keep up with him, stop him, or beat him to the door. Also, the map is upside down so north is down instead of up, and west is on the right.

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Actaully, it is worse than that. The map actually changes orientations between two different pages in the scenario. It drives me nuts.
As BK knocks on the door, it swings open.

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Peering to BK’s side, Teneal attempts to see if anything is beyond the door of interest.
”You certainly keep us on our toes BK, but I appreciate the eagerness. Let’s make sure our squatter hasn’t prepared a surprise for unwelcome guests.”
Perception: 1d10 + 5 ⇒ (1) + 5 = 6
I’ve clearly been afflicted with the same blindness that started this adventure

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What must have once been a welcoming reception area is now caked in layers of dust. The floor creaks slightly under shifting weight, and footsteps echo throughout the open space in conjunction with the sounds of rain, thunder, and wind pulling at the aging structure.
Kazmuk disappears and Jirelle arrives and joins BK on the porch.

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Bk steps into the room, looks around, and steps back; then, if nothing happens he takes a jaunt into the middle of the room. Curiosity is his one weakness.

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As you walk into the middle of the room, one of the Suits of Armor start to attack you.
Clover's Initiative Using Investigate: 1d20 + 6 ⇒ (8) + 6 = 14
Teneal's Initiative Using Investigate: 1d20 + 5 ⇒ (5) + 5 = 10
Banterknell's Initiative Using Investigate: 1d20 + 5 ⇒ (14) + 5 = 19
Jirelle's Initiative Using Search: 1d20 + 7 ⇒ (1) + 7 = 8
Animated Armor's Initiative Using Search: 1d20 + 6 ⇒ (8) + 6 = 14
Armor in the Manor: Round 1
Bold may act
Banterknell 18/18 HP
Animated Armor - HP
Clover 24/24 HP
Teneal 26/26 HP
Jirelle 18/18 HP

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Though fascinated by the armor and tempted to get a closer look, he realizes the folly of that idea. Instead he starts up a performance, tooting loudly with his flute, fires up a shield spell, and beats it back outside the door.
*inspire courage +1
*shield spell
*move
Armor! Moving! Moving! Armor!" he calls out as a rather confusing warning.

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The Armor moves out and swings at Jirelle
◆ Ready Glaive
◆ Stride Forward
◆ Strike Jirelle
glaive (deadly d8, forceful, magical, reach 10 feet: 1d20 + 11 ⇒ (10) + 11 = 21
Slashing damage: 1d8 + 4 ⇒ (4) + 4 = 8
The armor hits Jirelle with a nasty cut
Jirelle responds
◆ Ready Rapier
◆ Move through Armor attempting to Tumble through
Acrobatics to Tumble Through DC 16: 1d20 + 7 ⇒ (13) + 7 = 20
◆ Jirelle Strikes with Panache hoping for a confident finisher
rapier (disarm, deadly (1d8), finesse) plus Inspire Courage: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Piercing Damage with Inspire Courage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Confident Finisher damage: 2d6 ⇒ (2, 1) = 3
Jirelle hits the Armor, but it looks like not all the damage went through
Armor in the Manor: Round 1 and 2
Party Conditions: Inspire Courage +1 ATk/DMG
Bold may act
Banterknell 18/18 HP
Animated Armor -7 HP
Clover 24/24 HP
Teneal 26/26 HP
Jirelle 11/19 HP

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Ah. Should've had her weapon out after all.
Clover needs to analyze it, but she also sees the need to strike quickly. That takes priority, possibly.
The little poppet draws her warhammer as she circles around. Opposite her dear friend Jirelle, she tries to put some dents in the thing!
◆ Draw warhammer
◆ Stride to flanking position (no AoO triggered, just enough movement)
◆ Strike with Warhammer: 1d20 + 8 ⇒ (10) + 8 = 18+1 for bludgeoning damage: 1d8 + 5 + 1 ⇒ (7) + 5 + 1 = 13+1

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Don't forget you have Bard Song up for +1 ATK/Damage
Princess Clover gets to the other side of the Animated Armor and gives it a good whack with her hammer.
Armor in the Manor: Round 1 and 2
Party Conditions: Inspire Courage +1 ATk/DMG
Bold may act
Banterknell 18/18 HP
Animated Armor -17 HP
Clover 24/24 HP
Teneal 26/26 HP
Jirelle 11/19 HP

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BK continues his lively performance and, with a flick of his flute, tosses a bit of rubble at the armorous opponent.
to hit, inspired: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
damage, inspired: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
*inspire courage
**TK projectile

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As BKs bit of rubble hits the Animated Armor, the whole suit shudders a bit and while it is still moving, it sems less resistant to damage and easier to hit.
Armor in the Manor: Round 1 and 2
Party Conditions: Inspire Courage +1 ATk/DMG
Bold may act
Banterknell 18/18 HP
Animated Armor -24 HP
Clover 24/24 HP
Teneal 26/26 HP
Jirelle 11/19 HP

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Target selection 1 Clover 2 Jirelle: 3d2 ⇒ (1, 1, 2) = 4
◆ The Armor swings at Clover
glaive (deadly d8, forceful, magical, reach 10 feet: 1d20 + 11 ⇒ (1) + 11 = 12
Slashing damage: 1d8 + 4 ⇒ (2) + 4 = 6
◆ The Armor swings at Clover again
glaive (deadly d8, forceful, magical, reach 10 feet: 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23
Slashing damage: 1d8 + 4 ⇒ (7) + 4 = 11
◆ The Armor swings at Jirelle at the end
glaive (deadly d8, forceful, magical, reach 10 feet: 1d20 + 11 - 10 ⇒ (12) + 11 - 10 = 13
Slashing damage: 1d8 + 4 ⇒ (4) + 4 = 8
Hitting Clover with the second strike
Armor in the Manor: Round 2 and 3
Party Conditions: Inspire Courage +1 ATk/DMG
Bold may act
Banterknell 18/18 HP
Animated Armor -24 HP
Clover 13/24 HP
Teneal 26/26 HP
Jirelle 11/19 HP

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BK goes for an encore performance with his flute and living room knick knacks. It seems somehow appropriate to smack the armor with other decorations from the room.
to hit, inspired: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
damage, inspired: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
*inspire courage
**TK projectile [/dice]

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BK gets a solid hit on the Armor, but it is still moving.
Armor in the Manor: Round 2 and 3
Party Conditions: Inspire Courage +1 ATk/DMG
Bold may act
Banterknell 18/18 HP
Animated Armor -21 HP
Clover 13/24 HP
Teneal 26/26 HP
Jirelle 11/19 HP

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I think it should be -31, unless Banterknell healed it. Clover also had a few points of damage from the rock-throwing bystanders.
Clover looks over the armor, trying to assess its construction and the magic that empowers it. This should be easy for her!
She swings her hammer once.
Hurting now, but it's badly damaged already and she's hardly even touched it. If they can just bring it down... So she swings a second time, but she's not quite aiming to hit. It's not to set up her own attack--it's to keep it more focused on herself to help Jirelle.
◆ Exploit Vulnerabilty: Esoteric Lore: 1d20 + 8 ⇒ (11) + 8 = 19 vs standard DC of enemy's level.
◆ Strike with Warhammer: 1d20 + 9 ⇒ (15) + 9 = 24 for bludgeoning damage: 1d8 + 6 ⇒ (2) + 6 = 8, plus weakness.
◆ Prepare to Aid Jirelle's next attack.
Clover has Helpful Poppet, so in addition to the bonus to the check there is no penalty if she critically fails.

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I can Math, really I can. You are right, it should be at -31
Princess Clover evaluates what she knows about animation magic and strikes the armor. It clatters to the ground, destroyed.
You are out of combat.
Clover's Perception (E): 1d20 + 6 ⇒ (4) + 6 = 10
Teneal's Perception (T): 1d20 + 5 ⇒ (8) + 5 = 13
Banterknell's Perception (E): 1d20 + 5 ⇒ (20) + 5 = 25
Jirelle's Perception (T): 1d20 + 6 ⇒ (10) + 6 = 16
BK and Jirelle both notice a hidden drawer in one of the armor stands. There are two Minor Healing Potions inside

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Pulling a small vial from his pouch, Teneal hands a Minor Healing Potion to Clover."Thank you for the quick action, my aim was errant."
After a moment to pause with one another, Teneal moves to the door on his right.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

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To save time, there isn't anything else of interest on the first floor. You have a spiral staircase in the main room and staircases curving up the to the second floor.

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"Thank you," says Clover, "I also have a healing scroll if we need it. But," she indicates a tear along a seem, "do any of you know anything about stitching wounds, before we use those resources?"

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Jirelle shrugs her shoulders I never got the hang of dealing with that healing stuff. She doesn't have any Medicine skill.

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"Nope. But I can try!"
BK starts rummaging about looking for a needle and thread, or cleanish cloths, or bleach.

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"Potions it is, then!"
potion: 1d8 ⇒ 3
"Hmm." Drinking the potion certainly helps, but the tear hasn't fully mended. Clover pulls out her scroll and considers her options.
"You should drink the other one, Jirelle."
Unless offered a healing spell, Clover will use her scroll of heal on herself.

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Jirelle drinks the offered healing potion
Healing from Potion: 1d8 ⇒ 5
Once healing is done, you have three ways upstairs. The Curving stairs up the sides or the Spiral Staircase in the center of the room.

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Before heading upstairs BK explores the current level in his search for 'medicinal supplies'. If that does not pan out he heads up the big stairs to the west.