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Grilgoth attempts to identify the liquid in the vial.
20 on a take 10 for Craft-Alchemy (alchemists can identify a potions by holding it).
She also attempts to decipher the parchment which is probably a scroll of some type.
Spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19

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Baldrum casts guidance and then detect magic before attempting the spellcraft check for one item. He repeats this sequence for each item.
Spellcraft, guidance: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 (bullet #1)
Spellcraft, guidance: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 (bullet #2)
Spellcraft, guidance: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12 (vial)
Spellcraft, guidance: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 (parchments)

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Is there some items that still need identification? That altar is a place of worship for a little known old Outer god, named Azatoth, whose domain is mostly madness.

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Ezekial nods with what Eredur says, These ancient outer gods are no good, but hard to decipher their intentions, but it is always for ill. These Eldritch beings seek only ruin. he says, continuing to dismantle the altar without touching the blood...

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"Still a strange thing to appear in the middle of the Mana Waste, since most magic, of either arcane or divine nature, are prone to go haywire in the Mana Waste. If there's nothing else to it, we should record it then move on."

miteke |

The jar/vial is just some rancid cashew milk.
Magic items discovered:
- scroll of speak with plants
- 1 tracer bullet
- 1 burrowing bullet
Also discovered three more bullets you missed before and one elusive parchment is still unidentified. It does have writing on it. Any of you have read magic prepped?

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Patchouli will prepare two Shield of Faith, as well as Detect Magic, Create Water, Guidance, and Read Magic. She will grab 2 flask of acid while she's still in town.
Patchouli will cast Read Magic and takes a look at the parchment.
IDing bullets, or attempts of
Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11
Spellcraft: 1d20 + 7 ⇒ (11) + 7 = 18
Spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12

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Baldrum checks out the additional stuff.
Spellcraft, guidance: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 (bullet #3)
Spellcraft, guidance: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 (bullet #4)
Spellcraft, guidance: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24 (bullet #5)
Appraise, guidance: 1d20 + 0 + 1 ⇒ (4) + 0 + 1 = 5 (staff, +2 if it contains precious metals or gemstones)

miteke |

I missed one thing. Quite the list. There is also an oil of silence which the alchemist is able to identify. So, to summarize:
a tooth collection
jar of rancid cashew milk
wooden dolls
wooden staff with Nethys runes
Spell component pouch
scroll of speak with plants
scroll of mount (CL 5th)
oil of silence
tracer bullet
lesser burrowing bullet
three magical bullets (unidentified)
We'll assume someone carries whatever is not claimed, but go ahead and claim anything you might be able to use.

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Grilgoth nods as the loot is mostly identified. She is certain that it will fetch a pretty penny once they are able to sell it on the open market.
"All right. Once cave fully explored. It is time to move on."

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Ezekial helps pick up the gear and load it on the horses, The Nephys staff intrigues me, what is its story, how did it wind up in the possession of gnolls worshipping an eldritch horror from beyond the stars? Alas we may never know. Come friends, let us continue onward toward Mercy and see what mysteries await us there. Something tells me the Light of the Dawnflower will help us uncover many things, but even this staff will continue to be strange to us. he smiles and mounts up.

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Let me see that...
Eredur casts Detect Magic and looks at the remaining bullets, hoping to identify them
Spellcraft: 1d20 + 10 ⇒ (7) + 10 = 17

miteke |

Still no results on those elusive bullets. You approach the town of Mercy about an hour before sunset. The town rests a mile south of the banks of the Ustradi River. A wooden palisade encircles a collection of its approximately one hundred wooden buildings. Hardy trees laden with red and yellow fruit dot the surrounding landscape. The road leads to a wide gate, which bears a prominent sign with orange-painted letters. The sign attached to the gate reads, “Mercy does not allow dishonesty, firearms, or large weapons within town limits. Respect the curfew.”
As the PCs approach, Sheriff Molume (see slide) opens the gate. He greets the PCs with a neutral but polite, “Welcome to Mercy. I’m Sheriff Molume, and I keep the peace around here. As you can see from the sign, we don’t allow people to walk around with large weapons around here. Before I let you inside, I need to ask you to hand them over.”
Which seems a tad bit ironic since he sports a rather lethal looking sword. Do any of you have items of interest to hand over or try to hide any?

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Nistivo looks impressed. "An exceedingly sensible policy, Sheriff Molume! I approve wholeheartedly." Nistivo hands over his masterwork crossbow, the wooden stock of which is etched with intricate designs. "I do expect this to be returned in the same condition."
Camping weekend--back in 48 hours.

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Grilgoth smirks at the question as she is no larger than a young human child and a very skinny one at that.
"Nothing to declare here. Frankly I think that I would tip over if I tried to pick up something as heavy as your sword anyways."
The wayang's voice is tinged with a bit of excitement as she continues. The thought of discovery academic or alchemical is compelling to her.
"I am very interested in the mana storms and how they seem to miss your town completely? Do you know how this is possible or could suggest someone we may speak with about this?"
"All I have is rumours for now but it would make an interesting paper if it were true."

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Knowledge: Nature untrained, guidance: 1d20 + 0 + 1 ⇒ (3) + 0 + 1 = 4
The monk narrows his eyebrows, trying to recall some - currently very evasive - facts about these trees. He sighs and uses some divine power before trying to access his brain again.
Using the domain ability Recall (Su).
Knowledge: Nature untrained, guidance, retry with insight: 1d20 + 0 + 1 + 3 ⇒ (9) + 0 + 1 + 3 = 13 That's better.
"Ah, cashew trees - that at least partially explains the rancid cashew milk we found..."
Baldrum presents his weapons and states matter-of-factly: "I believe my sansetsukon and my sword fall into that category."
He waits for confirmation before handing them over.
"How does this curfew work, exactly? Wouldn’t want to break it accidently..."

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Ezekial nods, tapping the scimitar at his belt, Sheriff Molume, I am Ezekial, called the Sun-Blessed, Champion of Sarenrae, does this blade offend your town's bylaws? I wish to respect them, and I as you to consider my faith in your answer. I swear as an agent of the Dawnflower that I would only use this blade in self-defense, and I have sworn not to harm lawful humanoids with it, only creatures from beyond this realm. he asks politely, but firmly. DIplomacy: 1d20 + 7 ⇒ (10) + 7 = 17

miteke |

The sherrif takes the weapons offered, but very firmly responds to Ezekial, "and I swear to return your blade to you when you leave the town, but to enter you must put it in my custody."
He pointedly does not answer Grilgoth as he waits for the weapons to be handed over, making steady eye contact with Ezekial in particular.

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What do you call a "large weapon"? Anything bigger than a dagger?

miteke |

What do you call a "large weapon"? Anything bigger than a dagger?
"Pretty much. Yes. Like your hammer and your axe. Much bigger than the ones we use for farming. Looks like they were made to be used in a fight. Looks like it is more suited to hunting game than killing folks."

miteke |

Ezekial nods, I accept your oath Sherrif. unhooking the ornate scimitar from his belt and passing it reverently to the man.
"Your cooperation in appreciated. We have some history that makes some folks very uneasy around strangers carrying weapons like that. Whatever your business in this town is, it will go far better if you are not toting weapons of war."

miteke |

I believe Eredur is the only one still holding on to any weapons. Once he has decided, do you have any questions for him or want to try to make an impression on him?
GM Hint: This next part of the adventure is about gathering information in town. The better you get along, the more information you can gather.

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I'm not here to kill anyone. Sounds fair. Will we got a receipt for our weapons? And what about the curfew rules? Any other local laws we should know about?
Eredur gives his weapons to the sheriff

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Grilgoth stifles a giggle as Erudur asks for paperwork for his weapon. She is not entirely certain that this sheriff can even read and write in any language at all and if he can it is not probable that he will be documenting the transaction like a town scribe.

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"Well, it has been a long, dusty trip. Sheriff, could you please recommend your most excellent inn? I imagine a long, hot bath and a sumptuous meal will put right most of the travails we suffered on the journey here."

miteke |

"Follow me. We have a place for guests. We pray and attend temple twice daily, once at sunrise and once just after sundown. We ask that you stay inside the guesthouse from 1 hour before sunset until 1 hour after sunrise. That gives
you 10 hours each day to wander around. When you hear the triple bell you can leave the guesthouse, and when the triple bells ring again, return to the guesthouse and draw the curtains. Curfew begins shortly."
The guesthouse is a large building at the north edge of town (see slide 7) that the people of Mercy leave open for visitors. No one else is currently visiting Mercy, so the PCs have the building to themselves. There is an open large box near the guesthouse’s front door with an orange flag resting inside of it.

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Excuse me Sheriff, but before you go, could you explain the reason of this curfew? Is there a danger we should be aware of if we were- just as a theory- to wander at night?

miteke |

The sheriff answers both of your questions with a single answer. “The people of Mercy are a private sort and don’t we want outsiders meddling in our ceremonies, which happen just before and after your curfew.”
Anyone want to try to improve his attitude using diplomacy?
Yea, I know. Not Baldrum or Eredur. Oddly, though, Grigoth, who seems in the competition for lowest charisma, has a trait that allows him to be a diplomat. Who knew?!

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Sense Motive: 1d20 + 5 ⇒ (2) + 5 = 7
I can try
Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15 "People in our line of trade deal with life or death situation quite often, and are not used to not having weapon. I apologize for their reluctance ofr turning in weapons. We mean no harms here, and we trust your ability of keeping us and the towm safe from harm."

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Grilgoth is not the best with people but she can try.
Sense Motive: 1d20 - 1 ⇒ (14) - 1 = 13
"Yes, we will try to follow all of your rules and not be a disturbance."
Aid to Diplomacy DC 10: 1d20 - 2 ⇒ (7) - 2 = 5

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Sense Motive: 1d20 + 3 ⇒ (16) + 3 = 19
Sense Motive: 1d20 + 3 ⇒ (19) + 3 = 22
Aid Diplomacy: 1d20 - 3 ⇒ (16) - 3 = 13 (DC 10)
:-O Wow, Baldrum is on a roll! ;-)
"We are guests here, so of course we will respect the curfew. Any other rules we need to know about so we do not break them accidently? Also, where can we buy food and drink?"
@Party: We need more successful aids to diplomacy to improve the Sheriff's attitude further. As there is no penalty for failure in PFS 1e, please roll! (Ezekial and Nistivo have both good chances to aid - 90% and 80% - and even Eredur has a 50% chance to make the roll.)

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Nistivo, having no interest in wasting his time trying to win over Mercy's hired help, heads for the indicated guesthouse.

miteke |

Sheriff Mulume points at the large box near the guesthouse’s front door and
explains, "That is your message box. If you need anything outside of curfew, you should place the orange flag on the box to signal someone to come over; in addition, someone will deliver food to the box three times a day. As for rules, just use your common sense, like don't throw food at people."

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"Excellent, I am hungry. I do make allowances for the . . . rustic nature of this location. A simple steak au poivre with red wine pan sauce will do nicely. I trust you'll choose other dishes to suit along with a proper vintage."
Assuming someone else will take care of the horses, he heads inside the guesthouse.

miteke |

The lot of you get settled into your new abode, having made nice with the sheriff. If is not up to Master Cirek's standards, but there is plenty of space to spread out - no sharing beds :) Shortly after you get inside the building, around sunset, food arrives in the box. Again, not up to to Master Cirek's standards, but hearty and filling. There is water, but no wine. Blasphemy, I know!
Is anyone interested in sneaking out past curfew? At the moment, it is still pretty active out there. A lot of the farmers are decompressing after a hard day's work. It does quiet down considerably when sunset arrives, but there are still folks wandering about outside. As instructed the curtains are drawn, but you could sneak a peek.
As for information to hunt for, review previous briefing information, and go after your main goals.

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Knowledge: Local untrained: 1d20 + 0 ⇒ (13) + 0 = 13
Hm... that's quite a nice place compared to the other cottages.
Also, the food looks very nice - and I doubt that the people here want to poison us...
Baldrum suppresses the urge to strangle Nistivo for his display of arrogance sits down and helps himself to some of the food.
;-P

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Sense motive: 1d20 ⇒ 17
Fine, I'll trust him...Maybe he doesn't know everything about what happens here, even if it's job
Soon, Eredur's mind is violently brought back to the cruel reality of things
What, no wine? Is there some beer, at least?

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As they have asked us to remain within the bounds of their somewhat odd customs, I don't see the need to violate their curfew at this point. Let us rest, and set about in the morning to gather what information we may.... the paladin settles in for the evening.