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Solveig seeks for the hidden enforcer and once she spots them, she indicates their position to her comrades!
He's there!
(reminder) Inspire Courage +1 status bonus to attack and damages, +1 status bonus against fear

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Ghardak is staggered by the blow, though the shield takes some of the damage. The dwarf heals himself before stepping towards Solveig and raising his shield again to protect against further blows.
Shield takes 5 dmg from the hit; shield 15/20, Ghardak 15/23
> Lay on hands 5 hp
> Move
> Raise shield

GM Super Zero |

If your shield has 5 hardness, it takes 13 damage if you block that but, which breaks it.

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Ok noted.
Ghardak's shield breaks. The dwarf snarls. "That was my uncle's!" he says.

GM Super Zero |

Broken shields can always be repaired!
A little healing magic helps Ghardak keep on his feet.
Mec-02, Khagra, Tai Ghee, and Solveig's turns.
Initiative:
Green Enforcer (Hidden from Mec-02)
Red Enforcer
Mec-02
Ghardak (-8, shield broken)
Khagra (-6, +6, -1 AC)
Tai Ghee
Solveig (Shield broken, inspire courage active)
Scout (Concealment DC 7)

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Solveig's encouragments continues to echoes in her comrades heart!
Inspire Courage (2/3) +1 status bonus to attack and damages, +1 status bonus against fear
She moves to flank with Ghardak and strikes twice at the enemy.
Axe vs Red FF: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damages, S: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Axe vs Red FF: 1d20 + 6 + 1 - 5 ⇒ (11) + 6 + 1 - 5 = 13
Damages, S: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
(◆) Stride
(◆) Strike
(◆) Strike

GM Super Zero |

Solveig's axe clips the enforcer's shoulder, although he manages to block her second attack with his own hatchet.
Mec-02, Khagra, Tai Ghee's turns.
Initiative:
Green Enforcer (Hidden from Mec-02)
Red Enforcer (-9)
Mec-02
Ghardak (-8, shield broken)
Khagra (-6, +6, -1 AC)
Tai Ghee
Solveig (Shield broken, inspire courage active)
Scout (Concealment DC 7)

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Tai Ghee moves to engage the scout.
Stride x2 (movement will provoke an AoO from Green if they have one)
Ki Strike Flurry of Blows
DC 7 Flat check: 1d20 ⇒ 8
Falling Stone, Inspire, Ki Strike: 1d20 + 10 ⇒ (6) + 10 = 16
B dmg, inspire: 1d8 + 5 ⇒ (2) + 5 = 7 + Force dmg: 1d6 ⇒ 1
DC 7 Flat check: 1d20 ⇒ 14
Falling Stone, Inspire, Ki Strike, map: 1d20 + 10 - 5 ⇒ (3) + 10 - 5 = 8
B dmg, inspire, forceful: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11 + Force dmg: 1d6 ⇒ 1
If either hits (doubtful), DC 18 Fort vs Stunning Fist (incapacitation)

GM Super Zero |

One fetchling stagers a the force hits him, while the other deftly evades the attacks coming her way.
Red is bloodied, but yes two misses.
Khagra's turn.
Initiative:
Green Enforcer (Hidden from Mec-02)
Red Enforcer (-19, bloodied)
Mec-02
Ghardak (-8, shield broken)
Khagra (-6, +6, -1 AC)
Tai Ghee
Solveig (Shield broken, inspire courage active)
Scout (Concealment DC 7)

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Khagra moves up, recovers their thrown trident and stabs green.
inspired stabbening vs Green: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
inspired pirecing+fire: 1d8 + 5 + 4 ⇒ (3) + 5 + 4 = 12

GM Super Zero |

Is anyone carrying a light source, incidentally? Green and the Scout are in the dark, otherwise.
The scout strikes at Tai Ghee with her dagger, before darting away and trying to disappear into the corner of the tavern.
Dagger: 1d20 + 9 ⇒ (13) + 9 = 22 for piercing damage: 1d4 + 1 ⇒ (1) + 1 = 2
Stealth: 1d20 + 7 ⇒ (12) + 7 = 19 Almost complete success! Khagra can still see her.
The enforcer manages to knock Khagra's trident to it goes wide and strikes against the table behind him instead.
He howls at Khagra. "Clumsy fool! You can't even beat us, what hope do you have against him!" He cackles as he swings his hatchet.
Demoralize: 1d20 + 6 ⇒ (13) + 6 = 19
Hatchet: 1d20 + 9 ⇒ (17) + 9 = 26 for slashing damage: 1d6 + 5 ⇒ (5) + 5 = 10
Stealth: 1d20 + 6 ⇒ (18) + 6 = 24
The other tries a similar maneuver against Ghardak. "He will come, and find us standing victorious!"
Demoralize: 1d20 + 6 ⇒ (15) + 6 = 21
Hatchet: 1d20 + 9 ⇒ (15) + 9 = 24 for slashing damage: 1d6 + 5 ⇒ (5) + 5 = 10 He treats Frightened foes as flat-footed, so that's a crit for 10 damage
Stealth: 1d20 + 6 ⇒ (20) + 6 = 26
After each of the enforcers strike, they disappear into the darkness of the tavern.
All PCs' turns.
Initiative:
Green Enforcer
Red Enforcer (-19, bloodied)
Mec-02
Ghardak (-18, shield broken)
Khagra (-6, +1, -1 AC)
Tai Ghee (-2)[/b]
Solveig[/b] (Shield broken, inspire courage active)
Scout (Concealment DC 7)

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Cracks all over his skin, Ghardak takes out a potion and drinks it. He then retreats, frustrated at the combat.
> Retrieve potion
> Drink healing potion 1d8 ⇒ 7
> Stride

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Solveig's encouragments continues to echoes in her comrades heart!
Inspire Courage (3/3) +1 status bonus to attack and damages, +1 status bonus against fear
She concentrates to cast light and looks around to try to find the two last enemies.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
(◆◆) Cast a spell: Light
(◆) Seek

GM Super Zero |

Solveig is able to spot the scout over by the fireplace with her light.
Mec-02, Khagra, and Tai Ghee turns.
Initiative:
Green Enforcer
Red Enforcer (-19, bloodied)
Mec-02
Ghardak (-11, shield broken)
Khagra (-6, +1, -1 AC)
Tai Ghee (-2)
Solveig (Shield broken, inspire courage active)
Scout (Concealment DC 7)

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Taking advantage of his darkvision Khagra screams "Over here! as he weaves between tables, charging the enemy by the fireplace.
inspired/demoralized stabbing: 1d20 + 11 ⇒ (12) + 11 = 23
inspired piercing+fire: 2d8 + 5 + 4 ⇒ (2, 7) + 5 + 4 = 18
double slice inspired/demoralized: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
inspired piercing+fire: 2d8 + 5 + 4 ⇒ (4, 4) + 5 + 4 = 17
Combine damage before resistance/weakness.
Stride, DoubleSlice(2)

GM Super Zero |

As Khagra moves through the bar, they move past something--twice--that tears at their shadow. It doesn't hurt, but the bits of shadow fly towards the enforcers and take shape near them. The bits of shadow look almost solid, making it difficult to distinguish between fetchling and shadow.
(Magic traps hidden throughout the bar! They're harmless, but create shadow doubles--similar to mirror image.)
The fetchling with the dagger, however, is already starting to collapse before their second weapon connects.
Mec-02 and Tai Ghee's turns.
Initiative:
Green Enforcer (shadow double)
Red Enforcer (-19, bloodied, shadow double)
Mec-02
Ghardak (-11, shield broken)
Khagra (-6, +1, -1 AC)
Tai Ghee (-2)
Solveig (Shield broken, inspire courage active)

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The android casts a first spell upon the red one.
Electric arc: 1d4 + 4 ⇒ (2) + 4 = 6
Reflex DC 18
Then he throws his dagger magically towards the green one.
Hand of the apprentice, dagger:1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

GM Super Zero |

Flat Check Green: 1d20 ⇒ 20 Reflex Green: 1d20 + 11 ⇒ (10) + 11 = 21
Flat Check Red: 1d20 ⇒ 16 Reflex Red: 1d20 + 11 ⇒ (19) + 11 = 30
One of the enforcers dodges away from the arcing electricity entirely. The other is too focused on the dagger to evade both, and Mec-02 manages to shock him.
Tai Ghee's turn, though will bot shortly.
Initiative:
Green Enforcer (-3, shadow double)
Red Enforcer (-19, bloodied, shadow double)
Mec-02
Ghardak (-11, shield broken)
Khagra (-6, +1, -1 AC)
Tai Ghee (-2)
Solveig (Shield broken, inspire courage active)

0-Bot |

Tai Ghee moves to close with the fetchling, moving so that there is no longer any furniture between them. Between that and the factor of Solveig's light he can't hide--but another bit of shadow pulls away as the half-orc steps on another hidden rune to do so.
Keeping his shield up in front of him, he comes down on the assailant with the force of a mountain.
* Stride
* Raise Shield
* Flurry of Blows
Falling Stone: 1d20 + 10 ⇒ (7) + 10 = 17 for bludgeoning damage: 1d8 + 5 ⇒ (7) + 5 = 12, Shadow Clones, high good: 1d3 ⇒ 2
Falling Stone: 1d20 + 5 ⇒ (20) + 5 = 25 for bludgeoning damage: 1d8 + 5 ⇒ (8) + 5 = 13, Shadow Clones, high good: 1d3 ⇒ 2 or Shadow Clones, high good: 1d2 ⇒ 2

GM Super Zero |

Though Tai Ghee's first attack passes through and dissipates a fetchling who turns out to be more shadow than form, the second slams into the man and sends him tumbling over the table behind him.
(First attack misses, but is not a critical failure so destroys a shadow clone. Second attack crits, and hits the real one.)
Only one fetchling remains now. He steps quietly up to Tai Ghee and shouts suddenly, "No matter how fearsome you think you are, you'll never leave this place alive!" and lashes out with his hatchet.
* Step
* Demoralize: 1d20 + 6 ⇒ (16) + 6 = 22
* Hatchet: 1d20 + 9 ⇒ (2) + 9 = 11 for slashing damage: 1d6 + 5 ⇒ (1) + 5 = 6
Successful Demoralize! He treats Frightened foes as flat-footed, but -3 to AC isn't enough to make that a hit.
All PCs' turns.
Initiative:
Enforcer (-3, shadow double)
Mec-02
Ghardak (-11, shield broken)
Khagra (-6, +1, -1 AC)
Tai Ghee (-2, Frightened 1)
Solveig (Shield broken, inspire courage active)

GM Super Zero |

The volley of magical force takes some of the bravado out of the enforcer's speech.
Ghardak, Khagra, Tai Ghee, and Solveig's turns.
Initiative:
Enforcer (-14, shadow double)
Mec-02
Ghardak (-11, shield broken)
Khagra (-6, +1, -1 AC)
Tai Ghee (-2, Frightened 1)
Solveig (Shield broken, inspire courage active)

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Ghardak steps in and calls upon the power of his dwarf gods to throw a stone at the remaining enforcer.
> Stride
> Stride
> Hurtling Stone 1d20 + 4 ⇒ (5) + 4 = 9
1d6 + 5 ⇒ (3) + 5 = 8 bldg damage
The stone bashes against the wall sadly.

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Solveig restarts her encouragements to help her comrades in the fight.
Inspire Courage +1 status bonus to attack and damages, +1 status bonus against fear
Then she concentrates and send a wave of psychic energy at the last standing shade.
Daze Will DC17: 4 + 1 = 5
(◆) Inspire Courage
(◆◆) Cast a spell: Daze

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Khagra chases down the final foe, unleashing his full power and stabbing them twice.
inspired stab: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
inspired piercing+fire: 2d8 + 5 + 4 ⇒ (1, 5) + 5 + 4 = 15
inspireddouble slice: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29
piercing+fire: 2d8 + 5 + 4 ⇒ (1, 7) + 5 + 4 = 17

GM Super Zero |

Will: 1d20 + 6 ⇒ (17) + 6 = 23
Shadow Clone: 1d2 ⇒ 1
Although the details are moot with those crits, I think.
The third thug reels from the spell, and Khagra handily cuts him down, spicing through a shadow and into the actual criminal. All is quiet.
Success on his save means he still takes 2 damage, which bloodies him. Mirror Image mears a crit destroys the image and hits normally--which would have been enough without the second crit.

GM Super Zero |

Overall, the tavern looks like a dark, abandoned tavern that's been used as a meeting place by people who aren't very neat and don't take good care of it.
In the elevated private dining area at the back, however, Mec-02 finds numerous valuable objects and assorted documents lying in heaps on top of two large tables.
Statuettes, ceremonial weapons, and jewelry and precious stones lie among the collection.
To assess these items, you can make either a Crafting or Iobaria Lore check, and an Arcana or Religion check.
The assorts documents include detailed tactical information on the Pathfinder Society's lodges in Andoran, Chelix, Osirion, Qadira, and Taldor, as well as the Grand Lodge itself, such as guard rotation schedules, pass phrases, entrances and exits, room dimensions, unusual features, dossiers on the lodges' leaders, and timelines of recent events in those locales.

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Good job! These rufians have all that they deserve for the Sixwings Drake destruction.
Solveig explore the place with Mec-02.
How could they know all of that?!
Craft (untrained): 1d20 + 0 ⇒ (7) + 0 = 7
Arcana: 1d20 + 3 ⇒ (18) + 3 = 21

GM Super Zero |

Mec-02 recognizes that most of the items are mundane, and some of them are fake objects crafted to resemble items from ancient Iobaria.
He and Solveig both discover that a few of the items possess some sort of latent curse, though it is unclear what the curse might do or why it is not currently active.

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You mean the Grand Lodge? asks Solveig when Mec-02 speaks about an "Absalom Station".
We need to tell the curator that some of these objects are fake and the one who aren't posess some sort of latent curse. Lady Dralneen could be interesed in those.

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"Well I don't want to pick up another curse," Ghardak says.

GM Super Zero |

At the Grand Lodge, Ambrus Valsin listens to the Pathfinders’ report. He believes that the Onyx Alliance learned of the shipment, stole it with the help of powerful enchantment magic to manipulate the crew and dockworkers, and then prepared to replace the goods with their cursed items in hopes of setting off some kind of disaster at the Blakros Museum. He ponders why the Onyx Alliance is suddenly lashing out at the Blakros Museum and the Society. Whatever the cause, he suspects their attack ties in with the similar disruptive events occurring at lodges across the Inner Sea, and the presence of detailed information on the lodges is only further proof that the Onyx Alliance is coordinating these attacks. "Steel yourselves for the missions ahead!" he says, "I hope to sent you to the lodges under threat in short order."
At the Blakros Museum, Seshuun is glad the Pathfinderss uncovered what they did, but is upset the Onyx Alliance were able to get the drop on the Sixwing Drake’s crew of Pathfinders in the first place. She expresses concern for the apparently missing crew, and hopes the Society is able to learn what happened to them—and discover how the Onyx Alliance managed to pull of their heist. She offers to help the Pathfinders with any information she acquires in the future, but states that she’ll be quite busy setting up a different exhibit for the foreseeable future. "In the meantime, I will also speak with my superiors at the museum about the Onyx Alliance," she says, "as I knows that group has a complex history with the Blakros family."

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"Aye. Hope that I may aid you there." He bows to his companions.
"Thank you for the aid. I will need to consider my abilities and use them better. All the best for your future ventures," the rocky dwarf says.