
GM Farol |

Fin-thir tries tries to escape but fails to do so.
The Clockwork exchanges blows with Rhizzuk
Swoosh@Rhizzuk: 1d20 + 18 ⇒ (10) + 18 = 28
Damage: 1d10 + 9 ⇒ (5) + 9 = 14
Swoosh@Rhizzuk: 1d20 + 18 - 5 ⇒ (6) + 18 - 5 = 19
Damage: 1d10 + 9 ⇒ (5) + 9 = 14
But both strikes are easily deflected by Rhizzuks armor. Then the clockwork moves it's armor panels and provide defense to their ally. Specila aciton: activate defnese +2 AC Blue
The mage shoots ray of frost at flanking dwarf
Ray of frost: 1d20 + 20 ⇒ (9) + 20 = 29
Damage,c: 5d4 ⇒ (1, 3, 2, 4, 4) = 14
Which hits Dran'Thill. Dran -14
The tentacles again try to grab the ones in range
Damage,b: 1d6 ⇒ 1
The grabed heroes are a bit damaged byt the tentacles.
★★★
Clockwork orange Round 2
Party Conditions: Party!
Terrain: Bazaar
Battlemap
──────────
BOLD IS UP!:
──────────
Aktuh (75/82 HP) │ Grabbed, DC28
Fin-thir (95/102 HP) │ Grabbed, DC28
White (-0 HP) │ Crafting to recall
Blue (-0 HP) │ Crafting to recall
➤ Rhizzuk (80/99 HP)
➤ Raindrop (90/97 HP) │ Grabbed, DC28
➤ Dran'Thil (99/138 HP)
➤ Hobbs (59/72 HP) │ Grabbed, DC28
Red (-15 HP)
Green (-39 HP)

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Raindrop channels primal energy from the chaos of the marketplace into her companion as he sinks his teeth into the metal hide of the jade warrior, but the tentacle blocks her view just at the wrong time.
Calming herself, she summons a new spark and sends it arcing across the two closest soldiers.
◆ Act Together -> Cast Boost Eidolon Flat check: 1d20 ⇒ 2
◆ Act Together -> Strike Green Jaws: 1d20 + 16 ⇒ (15) + 16 = 31 for 2d6 + 6 ⇒ (3, 1) + 6 = 10 precision damage
◆◆ Cast Electric Arc on green and blue Flat check: 1d20 ⇒ 16 for 4d4 + 4 ⇒ (3, 4, 3, 3) + 4 = 17 electricity damage, DC 23.

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acrobatics, escape: 1d20 + 13 ⇒ (12) + 13 = 25
Hobbs grumbles as he fails to escape from the tentacles grasp. Struggling to move, he attempts to blast the nearest two opponents with an arc of electricity.
flat check DC5 electric arc: 1d20 ⇒ 17
electric arc vs blue, green reflex dc25: 4d4 + 4 ⇒ (4, 4, 4, 3) + 4 = 19

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The dwarf tries to trip the red clockworks with his whip.
Athletics: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36
Then he steps to strike it.
+1 striking Dwarven war axe, VS FF. 1d20 + 17 - 5 ⇒ (12) + 17 - 5 = 24
Damage:2d8 + 4 + 2 ⇒ (7, 8) + 4 + 2 = 21

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While Rhizzuk's impressive Hellknight armor deflects the blows against him he stares down green before attacking.
Demoralize (Visual) vs Green: 1d20 + 17 ⇒ (15) + 17 = 32
Then he takes a swing.
hammer time: 1d20 + 16 ⇒ (16) + 16 = 32
bludgeoning: 2d8 + 6 ⇒ (2, 6) + 6 = 14
Double damage and prone on crit
Finally Rhizzuk tries to knock down blue, assured of his own skills.
assurance(Athletics) to trip vs Blue Ref DC: 23 = 23
hammer: 1d20 + 16 ⇒ (13) + 16 = 29
b damage: 2d8 + 6 ⇒ (7, 2) + 6 = 15
Double damage and prone on a crit.
Demoralize, Strike, Trip(Assurance)

GM Farol |

Raindrop's eidolon bites a big chunk of clockwork, steel parts meet large teeth and jaws do prevail. Green -5
Raindrop sends electrical arc at two creatures
Reflex save, DC23, green: 1d20 + 14 ⇒ (4) + 14 = 18
Reflex save, DC23, blue: 1d20 + 14 ⇒ (10) + 14 = 24
One of the soldiers is more agile than the other, but both of the creatures are impacted, and you have a feeling that they got hit more than it should. Green -22 blue -13
Hobbs try the same trick, as he can't escape, he zaps them
Reflex save, DC25, green: 1d20 + 14 ⇒ (16) + 14 = 30
Reflex save, DC25, blue: 1d20 + 14 ⇒ (15) + 14 = 29
This time both creatures escapes the worst, but they still shake when the electricity flows through them. Green clockwork collapses to the ground motionless.
Green -14 and dead blue -14
Dran'thill with a precise strike sends clockwork on its bottom, while striking an axe. red prone and hit -16
Rhizzuk looks in a intimidating way, and despite that he does everything the right way, the creature is unmoved. Mindless :(
Than he swings his hammer hitting the creature fair in the chasis. only a hit blue -9
Than he tries to trip it, but the creature is to nimble.
Red clockwork stands up and swings at Dran'Thill
Swoosh@Dran: 1d20 + 18 ⇒ (19) + 18 = 37
Damage, s: 1d10 + 9 ⇒ (10) + 9 = 19
Swoosh@Dran: 1d20 + 18 - 5 ⇒ (6) + 18 - 5 = 19
Damage, s: 1d10 + 9 ⇒ (8) + 9 = 17
First strike, makes a deep cut into Dran'thill. Crit -38
★★★
Clockwork orange Round 3
Party Conditions: Party!
Terrain: Bazaar
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Aktuh (75/82 HP) │ Grabbed, DC28
➤ Fin-thir (95/102 HP) │ Grabbed, DC28
White (-0 HP) │ Crafting to recall
Blue (-36 HP) │ Crafting to recall
Rhizzuk (80/99 HP)
Raindrop (90/97 HP) │ Grabbed, DC28
Dran'Thil (61/138 HP)
Hobbs (59/72 HP) │ Grabbed, DC28
Red (-31 HP) │ prone

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Dran'Thil will get an AoO when the construct stands up.

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I have poor crafting and am still grabbed - anyone want to stabilize the clockwork soldier? Or are we only concerned with the white one?

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I've Crafting but still busy with the red one. We can save this one. We need only one by the way.

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AoO VS red +1 striking Dwarven war axe: 1d20 + 17 ⇒ (12) + 17 = 29
Damage:2d8 + 4 + 2 ⇒ (3, 8) + 4 + 2 = 17

GM Farol |

Sorry forgot that Barbarians may have AOO ;)
Fin'thir escapes the tendrils and move out of the space covered by spell.
Dran'Thil strikes the clockwork with a solid blow Red -12
★★★
Clockwork orange Round 3
Party Conditions: Party!
Terrain: Bazaar
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Aktuh (75/82 HP) │ Grabbed, DC28
Fin-thir (95/102 HP)
White (-0 HP) │ Crafting to recall
Blue (-36 HP) │ Crafting to recall
Rhizzuk (80/99 HP)
Raindrop (90/97 HP) │ Grabbed, DC28
Dran'Thil (61/138 HP)
Hobbs (59/72 HP) │ Grabbed, DC28
Red (-43 HP)

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Sorry, somehow new message notifications didn't show up.
Aktuh has Crafting +19, but he's stuck.
Aktuh Devises a Strategem vs Red.
Devise a Strategem: 1d20 ⇒ 18
Recall Knowledge (Crafting +19): Can constructs take nonlethal?
Shortbow: 18 + 17 = 35 Nonlethal -2
Piercing: 2d6 + 2 ⇒ (2, 5) + 2 = 9 plus Precision: 2d6 ⇒ (6, 1) = 7
Shared Strategem with Dran'Thil (flat-footed to Dran'Thil and gets precision damage
Shortbow, MAP: 1d20 + 17 - 5 ⇒ (12) + 17 - 5 = 24
Piercing: 2d6 + 2 ⇒ (2, 1) + 2 = 5

GM Farol |

Aktuh knows that those creatures are immune to non-lethal damage.
He sends an arrow that almost topples the clockwork. Crit Red -27, ff to Dran
His second arrow only bounces off the clockwork Hit but no dmg
The blue clockwork swings his halbeard
Swoos@Rhizzuk: 1d20 + 18 ⇒ (7) + 18 = 25
Swoos@Rhizzuk: 1d20 + 18 - 5 ⇒ (7) + 18 - 5 = 20
Swoos@Rhizzuk: 1d20 + 18 - 10 ⇒ (10) + 18 - 10 = 18
But the tool just hit the ground three times sliding off Rhizzuk armor. Mage moves closer and casts a spell, ray of cold flying towards Rhizzuk
Ray of frost: 1d20 + 20 ⇒ (20) + 20 = 40
Damage, cold: 5d4 - 5 ⇒ (3, 4, 1, 4, 4) - 5 = 11 Rhizzuk -22 and 10 ft penalty for a round
★★★
Clockwork orange Round 3
Party Conditions: Party!
Terrain: Bazaar
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Aktuh (75/82 HP) │ Grabbed, DC28
Fin-thir (95/102 HP)
White (-0 HP) │ Crafting to recall
Blue (-36 HP) │ Crafting to recall
➤ Rhizzuk (58/99 HP) │ Any resistance to cold?, 10 ft penalty
➤ Raindrop (90/97 HP) │ Grabbed, DC28
➤ Dran'Thil (61/138 HP)
➤ Hobbs (59/72 HP) │ Grabbed, DC28
Red (-70 HP)

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The dwarf strikes the red one again.
+1 striking Dwarven war axe: 1d20 + 17 ⇒ (15) + 17 = 32 vs FF
Damage: 2d8 + 4 + 2 ⇒ (8, 2) + 4 + 2 = 16
And again
+1 striking Dwarven war axe: 1d20 + 17 - 5 ⇒ (14) + 17 - 5 = 26 vs FF
Damage: 2d8 + 4 + 2 ⇒ (8, 1) + 4 + 2 = 15
Wait to know if red is down before to take the last action

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athletics, escape: 1d20 + 13 ⇒ (15) + 13 = 28
As the tentacle restraining Hobbs holds him up by a single foot, the goblin is finally able to wiggle free and make his escape, moving well clear of the spell's effect. "At last! Now to deal with the clockwork problem. Let's see..." He carefully ponders his options.
Recall knowledge on the caster robot.
Hobbs's Monster Knowledge:
Arcana +18
Crafting +15
Nature +0
Occultism +13
Religion +0
Society +13
Academia Lore +13
Herbalism Lore +13
◆ Escape, ◆ stride, ◆ recall knowledge

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No cold resistance. Just... Mental 4, Bludgeoning 3, Slashing 4.
Resist 9 to Dran'Thil and a retributive strike vs red when it wacked Dran.
Rhizzuk's armor holds up against the mechanical assault but it's of no use against the chilling assault.
Rhizzuk goes after red again.
hammertime vs red: 1d20 + 16 ⇒ (2) + 16 = 18
b damage: 2d8 + 6 ⇒ (4, 4) + 6 = 14
Frusturated Rhizzuk pulls their meteor hammer back and tries to hit red on the backswing.
backswing vs red: 1d20 + 16 - 5 + 1 ⇒ (13) + 16 - 5 + 1 = 25
b damage: 2d8 + 6 ⇒ (4, 6) + 6 = 16
Rhizzuk then takes a step forward, kicking over the poor innocent barrel next to the tent.
hammertime vs red: 1d20 + 16 ⇒ (9) + 16 = 25
b damage: 2d8 + 6 ⇒ (5, 3) + 6 = 14
Prone on Crit

GM Farol |

As red clockwork stroke Dran'Thill, Rhizzuk protected him and struck back. Between that and the arrow send by Aktuh the clockwork falls down. Dran'Thill +9, red -10 and dead
Dran'Thill as stated above, you can redo your action. I am fine with you holding that rolls.
Hobbs escapes and moves out of the aura.
Hobbs wiggles out of the tendrill and moves out to the safety. As he passes by, the clockwork strikes at him
Halbeard@hobbs: 1d20 + 18 ⇒ (3) + 18 = 21
Damage, s: 1d10 + 9 ⇒ (1) + 9 = 10
But the weapon misses, Hobbs have a bit of an opportunity to have a look at the mage. He believes it to be a clockwork mage, they are known of having a magical wand mounted in their chasis that allows them to cast spells. They are also vulnerable to electricity and acid.
Rhizzuk goes after blue clockwork, he swings twice, but only hits his second attack. blue -11
★★★
Clockwork orange Round 3
Party Conditions: Party!
Terrain: Bazaar
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Aktuh (75/82 HP) │ Grabbed, DC28
➤ Fin-thir (95/102 HP)
White (-0 HP) │ Crafting to recall
Blue (-47 HP) │ Crafting to recall
Rhizzuk (58/99 HP) │ Any resistance to cold?, 10 ft penalty
➤ Raindrop (90/97 HP) │ Grabbed, DC28
➤ Dran'Thil (70/138 HP)
Hobbs (59/72 HP) │

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With Red down Dran'Thil moves to the white one and strikes him twice.
I hold the rolls as you agree.

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"Get out of this mess, Aktuh!" Raindrop calls as she concentrates as hard as she can and then channels more primal energy into the tentacles around him.
◆◆ cast Ray of Frost at the tentacle holding Aktuh
Flat check: 1d20 ⇒ 4 Ugh. Hero point
Flat check: 1d20 ⇒ 10
Begone!: 1d20 + 13 ⇒ (18) + 13 = 31 for 4d4 + 4 ⇒ (4, 1, 2, 2) + 4 = 13 cold damage.
I think that's just enough!
◆ Act Together -> Cast Boost Eidolon
Messed up last turn - this spell is verbal only, so no flat check
◆ Act Together -> Strike Blue Claws: 1d20 + 16 - 4 ⇒ (15) + 16 - 4 = 27 for 2d6 + 6 + 4 ⇒ (5, 1) + 6 + 4 = 16 slashing damage

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I haven't been attempting to Escape because it's a tough check (+13 vs DC 28) but I didn't realize that one could attack the tentacles. If Aktuh is free, he'll Stride and try to stabilize the construct, if he's not, he'll Devise and shoot at the tentacle.
1d20 ⇒ 10
Crafting +19
Shortbow vs Tentacle +17
Piercing: 2d6 + 2 ⇒ (2, 4) + 2 = 8 plus Precision: 2d6 ⇒ (6, 4) = 10, Crit?: 1d10 ⇒ 7

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Someone identified the spell as Black Tentacles, which gives that option, and it's how my eidolon got free - you have to get out before the end of your turn, though, so it can't be your last action. :)

GM Farol |

Dran'Thil moves closer and strikes the mage twice, altho only his first strike connects. White hit -11
Raindrop strike the tendrils holding Aktuh, while her eidolon exchange blows with clockwork Blue -11
Aktuh moves closer and stabilize the clockwork soldier. I brough red back, and put it on the side
★★★
Clockwork orange Round 4
Party Conditions: Party!
Terrain: Bazaar
Battlemap
──────────
BOLD IS UP!:
──────────
Aktuh (75/82 HP)
➤ Fin-thir (95/102 HP)
White (-11 HP) │ Crafting to recall
Blue (-58 HP) │ Crafting to recall
Rhizzuk (58/99 HP)
Raindrop (90/97 HP) │ Grabbed, DC28
Dran'Thil (70/138 HP)
Hobbs (59/72 HP)

GM Farol |

Fin-thir moves out of range of clockwork.
Clockwork soldier strikes Raindrop eidolon
Swoosh: 1d20 + 18 ⇒ (17) + 18 = 35
Damage, s: 1d10 + 9 ⇒ (1) + 9 = 10
Swoosh: 1d20 + 18 - 5 ⇒ (5) + 18 - 5 = 18
Damage, s: 1d10 + 9 ⇒ (4) + 9 = 13
Swoosh: 1d20 + 18 - 10 ⇒ (8) + 18 - 10 = 16
Damage, s: 1d10 + 9 ⇒ (6) + 9 = 15
First halberd strikes hit the giant beast in the head, leaving a wound, similar one shows up on Raindrop face. Crit -20
Mage takes a step north and points with his hand at Dran'thil, a chilling code flies outwards.
Damage, cold, reflex save DC28: 12d6 ⇒ (3, 6, 1, 4, 3, 1, 6, 2, 4, 2, 1, 3) = 36
The blast flies through Dran'thill, Rhizzuk, Raindrop and Aktuh, as well as clockwork.
Blue reflex: 1d20 + 14 ⇒ (7) + 14 = 21
★★★
Clockwork orange Round 5
Party Conditions: Party!
Terrain: Bazaar
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Aktuh: Reflex DC28 vs 36 cold
Rhizzuk: Reflex DC28 vs 36 cold
Raindrop: Reflex DC28 vs 36 cold
Dran'Thil: Reflex DC28 vs 36 cold
──────────
BOLD IS UP!:
──────────
➤ Aktuh (75/82 HP)
➤ Fin-thir (95/102 HP)
White (-11 HP) │ Crafting to recall
Blue (-74 HP) │ Crafting to recall
➤ Rhizzuk (58/99 HP)
➤ Raindrop (70/97 HP) │ Grabbed, DC28
➤ Dran'Thil (70/138 HP)
➤ Hobbs (59/72 HP)

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AoO first I think
+1 striking whip, doubling rings:1d20 + 17 ⇒ (14) + 17 = 31
Damage:2d4 + 4 + 2 ⇒ (3, 3) + 4 + 2 = 12
Reflex:1d20 + 12 ⇒ (4) + 12 = 16
Reflex, hero point:1d20 + 12 ⇒ (18) + 12 = 30

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Reflex: 1d20 + 16 ⇒ (18) + 16 = 34 vs DC 28
I'm going to hold off on my turn until I see how people have been damaged. Aktuh may heal instead of attacking.

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Thank you, Rhizzuk!
Reflex Save: 1d20 + 14 ⇒ (8) + 14 = 22 Normal failure
Buffeted by the cold, Raindrop nonetheless keeps her cool. And her focus, well enough to begin the healing process and to give her eidolon another boost on his attempts to maul the automatons into submission.
◆ Cast Lifelink Surge and gain fast healing 8 for four rounds Flat Check: 1d20 ⇒ 5
◆ Act Together -> Cast Boost Eidolon Flat Check: 1d20 ⇒ 12
◆ Act Together -> Strike Blue Jaws: 1d20 + 16 ⇒ (12) + 16 = 28 for 2d6 + 6 + 4 ⇒ (2, 6) + 6 + 4 = 18 Piercing
◆ Strike Blue Claws: 1d20 + 16 - 4 ⇒ (16) + 16 - 4 = 28 for 2d6 + 6 + 4 ⇒ (5, 4) + 6 + 4 = 19 Slashing
If Blue is downed by Rhizzuk (or the mage, hah!) before the eidolon strikes, he'll sudden charge the mage and bite once (should be able to get to the square just north of it). If the soldier instead goes down to the bite, then a single move to just SW of the mage.

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Hobbs frowns as he ponders his next move against the rogue constructs. Suddenly his face lights up. "Aha!" He calls upon his magics and conjures up a grizzly bear!
◆◆◆ Cast Summon Animal level 4

Summoned Minion |

With a loud roar the grizzly lashes out with a claw.
claw vs white: 1d20 + 11 ⇒ (13) + 11 = 24
HP reroll if necessary
claw vs white: 1d20 + 11 ⇒ (8) + 11 = 19
◆ Strike, ◆ Move or grab

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The dwarf casts Guidance, steps to strike the white one again.
+1 striking Dwarven war axe, Guidance: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28
Damage: 2d8 + 4 + 2 ⇒ (8, 7) + 4 + 2 = 21

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Aktuh will Stride ◆ and slap bandages on Rhizzuk and Dran'Thil.
Battle Medicine, Assurance 22
◆ Healing, Forensic Investigator: 2d8 + 10 + 8 ⇒ (7, 7) + 10 + 8 = 32 vs Rhizzuk
◆ Healing, Forensic Investigator: 2d8 + 10 + 8 ⇒ (3, 4) + 10 + 8 = 25 vs Dran'Thil
Note: They are immune for 1 hour, rather than 1 day.

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The ranger fires on the blue.
+1 striking comp. flaming shortbow, Eldritch shot:1d20 + 17 ⇒ (1) + 17 = 18
+1 striking comp. flaming shortbow, Eldritch shot, reroll:1d20 + 17 ⇒ (12) + 17 = 29
Damage, gouging claw:2d6 + 1 + 2 + 1d6 + 4d6 + 2 ⇒ (4, 5) + 1 + 2 + (6) + (5, 5, 1, 6) + 2 = 37

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If blue is still up, attack blue then move, otherwise move first and attack robo-mage.
Rhizzuk continues his assault.
hammer time: 1d20 + 16 ⇒ (18) + 16 = 34
b damage: 2d8 + 6 ⇒ (4, 7) + 6 = 17
Prone on crit
Rhizzuk moves up and tries the trip the robo mage.
Assurance trip vs mage reflex: 23 = 23
If mage is already prone Rhizzuk will attack against instead.
hammer time: 1d20 + 16 - 5 ⇒ (12) + 16 - 5 = 23
b damage: 2d8 + 6 ⇒ (4, 2) + 6 = 12
Prone on crit
hammer time: 1d20 + 16 ⇒ (7) + 16 = 23
b damage: 2d8 + 6 ⇒ (4, 4) + 6 = 14
Prone on crit

GM Farol |

The cone of ice covers almost all of the heroes. Dran'thill lands two powerful strikes at the Mage. Hobbs summons grizzly and some less panicked people on the market yell
"Who let the Bear in here!"
The bear strikes mage and get a hold on him, Just for Rhizzuk to crush its skull, while Fin-thir takes down the other clockwork.
Combat is over, and we would hand-wave the healing
From the cart comes down a human
"Thank you! Thank you so much. My name is Sihn Siphandon. Those clockworks were send to kill me, but if one of those is still not destroyed I can learn who send them."
Sinh quickly looks through the bodies and find the one that you were able to stabilize. As he does, you recall one rumor that you heared before that involved name: Sihn Siphandon
"The Assembler, mysterious warden of the Clockwork Cathedral, is unhappy with the Clockwork Caravan’s proprietor, Sihn Siphandon, for displaying this technology so openly."
You can spot that on the cart lies damage construct familiar a Frog, and you believe it could be the one that you are looking for.

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You’re welcome. By the way what’s this particular construct? does the dwarf asks Sihn.

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"You're welcome ... now you owe us one. Ha, ha, ha. On an unrelated note, where did you get that frog construct?"

GM Farol |

"Oh, this little guy got here some time ago, it was badly damaged, and I meant to fix it given some time. But this attack got in the way. Hey, aren't you pathfinders? They always travel in groups of six, I had a suspicion from short messages that this critter made, that it escaped from you. Do you mean it harm?"
You can convice him about your good intention with Diplomacy/Deception/Intimidation DC20, when you do, you can try to fix the companion wiht Crafting DC23/Thievery DC25 check. With aids being able with Arcana/Occultism
Sihn looks at you with interest

GM Farol |

Rhizzuk looks around at the destruction and then stares down at the small little little man in a particularly menacing hellknight way.
[dice=intimidation]1d20+17
"On the other hand, you defeated those clockworks and left one alive for me to check. Why would I stand in your way, but please don't hurt the little fellow"

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"Oh, no, we're not going to do that. We need the little guy back... he's important to a friend of ours."
Diplomacy: 1d20 + 16 ⇒ (8) + 16 = 24

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Crafting:1d20 + 12 ⇒ (18) + 12 = 30
The dwarf tries to fix the companion.

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"I assure you, we mean no harm to the little clockwork. We merely wish to return him. In fact let's see about repairIng him."
diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26
arcana, aid: 1d20 + 18 ⇒ (2) + 18 = 20

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Looks like we've got it covered, but just in case everyone needs to roll ...
Diplomacy: 1d20 + 11 ⇒ (8) + 11 = 19 vs DC 20
Crafting: 1d20 + 19 ⇒ (5) + 19 = 24 vs DC 23
Aid Occultism: 1d20 + 19 ⇒ (17) + 19 = 36 vs DC 20

GM Farol |

You are able to calm down Sihn and work on the clockwork you are able to fix them and get access to it's memory. The frog’s memory contains routes of secret 'shadow roads' between Absalom and its shadowy counterpart. You believe that Zarta might be very interested in it. Sihn gives you as a reward formula for a envenomed snare, that he picked up at the bazaar and ingredients to create two snares. Treasure bundles
With the findings you come back to meet Zarta and Biglock. Zarta congratulates you
"I don't think it make sense for you to try more missions today as the day is almost over, go and rest. I will see you tomorrow morning."
Do you rest? - there is no penalty for taking it, so I will assume yes
The next day you come back Mr Biglock and Glovely are waiting for you
"Nice tomes, huh?" Biglock says, as Mr. Glovely gestures over the books. "They’re grimoires, written by five different wizards, each one a student of the last. The authors were all shadowcasters, and their grimoires contain a lot of insights into shadow magic and spells. Unfortunately, this isn’t a complete set; the last grimoire is missing. The Society did find all five of them in the vault—they’re catalogued as such—but we lost track of one. Seems it was mistakenly placed in a batch of other items the Society was selling, some artifacts discovered on an expedition in Varisia." The table quivers slightly, as if shaking a non-existent head. "Luckily, we managed to trace where the grimoire ended up, and even more luckily, it hasn’t gone far! Only as far as the Grand Bazaar, in fact; it was purchased by the proprietor of the Historia Reliquary, a lizardfolk named Erikanesh. They’re a bit… persnickety—I’m sure you know the type—so getting the grimoire might take more finagling than just buying it back. But I’m sure you can work something out, resourceful lot like you! Here’s a few silvers for the shop admission fee."
In addition to covering the entrance fee, Biglock lends upi a brooch of inspiration and a greater choker of elocution granting fluency in Aklo, Draconic, and Shadowtongue, hoping it will allow them to impress Erika with their scholarly knowledge. When you arrive at the Historia Reliquary, they find the front of the building is covered in a black curtain, blocking off the view of the windows. A box sitting next to the door is labeled "Admission: 1 silver, item sellers, please ring bell."
When you enter the admission fee into the box, the door opens.
The inside of the Historia Reliquary gives the impression of being a museum rather than a shop, with neat exhibits encased in glass, all carefully labeled with lengthy descriptions of their contents. The items showcased near the front of the shop are Avistani, arranged by region, while a painted sign reading "Garundi Artifacts" points toward the shop’s rear. Floating orbs above the displays provide illumination, giving off a warm glow, and the scent of sweet rolls and tea suffuses the room.
Erikanesh, lizardfolk anthropologist, or Erika for short, greets you politely but coolly, looking up from their desk as though bemused by the interruption.
"I am Erika, how can I help you?" Erika's image