
GM Klonac |

Following the second clue, the party has journeyed to the small town of Allenstead. Ulisha's notebook says that a Razmiri priest who possesses a powerful magical rod is now living in the town. Thus far, the journey has been uneventful.
Feel free to roll Gather Information checks with Dilpomacy, or Knowledge(history, local, religion) before you arrive.
spread quickly and led to the creation of a theocracy. Allenstead
has always resisted conversion despite being on the very edge of
Razmiri territory.
have ascended to divinity by completing the Test of the Starstone.
His faithful preach law, luxury, and obedience.
but the material the masks are made of denote one’s position in
the clergy: gold is above silver, and silver is above iron.

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Newt joins the little froggie in his efforts to gather some information...
Diplomacy: 1d20 - 3 ⇒ (10) - 3 = 7
...but his blunt way of asking questions is interpreted as rude and gets him only answers like "Don't know, I need to go now."

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Despite being a merchant by trade, Thurgar doesn't particularly have the gift of gab so he isn't much use in gathering information.
When he sees Newt and a little froggie, he grins and points a finger from one to the other back and forth a few times.
"No? Just me? Okay," he says with a good natured shrug.
"I'm Thurgar, by the way," he says to the grippli.

Crovve |

Diplo: 1d20 + 2 ⇒ (8) + 2 = 10 The Shoanti is barely civilized enough to maintain normal conversation, yet he somehow managed to ask for direction.
"We're in the border of Razimiran it seems."

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Newt wants to look at and (possibly, if made well) admire the statue of the Razmiri priest. Maybe somebody (e.g. a guard) will turn up who knows more about the priest?
"Anyone wanna check out the statue with me?"

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"Morning. Maybe you can tell us who this impressive statue is depicting? Must be a very important person..."
Diplomacy: 1d20 - 3 ⇒ (20) - 3 = 17 :-O

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"Sounds good to me."

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Thurgar will wander around the village until it is time for the sermon. He is polite and will answer anyone who talks to him, but does not go out of his way to strike up conversation or interrupt people as they go about their day.

GM Klonac |

As noon approaches, the townsfolk begin to gather around the stage in the center of town. A short, skinny man wearing the robes of a Razmiri priest, walks onto the stage from a nearby house, flanked by a pair of guards. As he begins to lead the townsfolk in prayer, his eyes settle on the party.
"Ah! My dearest children, it appears some stray lambs have
wandered into our flock! Surely Razmir can uncloud the minds of
these wayward souls.”
He draws a wand from his robe, points it at the party, and utters an arcane word. When nothing happens, he turns and sprints off stage, screaming for his congregation to defend him. As he ducks inside a house, the villagers grab at the party.
To catch up with Folloch, the party needs to succeed at 8 skill checks over the course of 3 rounds to escape the villagers. You can use any skill as long as you can explain how you can use it, but you can't use the same skill more than twice. You can also use spells.

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Newt tries to climb on the roof of the next building to avoid the villagers, then jump across to the next house in the direction where Folloch went.
Climb - ACP: 1d20 + 7 - 0 ⇒ (12) + 7 - 0 = 19
Acrobatics to jump - ACP: 1d20 + 2 - 0 ⇒ (17) + 2 - 0 = 19
ACP for climbing and jumping is zero, because Newt is wearing a masterwork agile breastplate and currently isn’t wielding his shield.

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"Straight to spells? That's not very hospitable," Thorgar comments.
Surprisingly enough, this small village has a sewer system. Thorgar spots an entrance nearby and heads underground.
Knowledge (Dungeoneering): 1d20 + 5 ⇒ (7) + 5 = 12
Knowledge (Dungeoneering): 1d20 + 5 ⇒ (19) + 5 = 24

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In case a character can have more than 2 successes:
Newt then tries to climb down from the roof.
Climb - ACP: 1d20 + 7 - 0 ⇒ (11) + 7 - 0 = 18
Looks good. :-)

GM Klonac |

That is eight successes.
With ease, the party escapes the crowd and chases after Foloch. They catch him at the stables, trying to stuff several chests of luggage into a carriage. He aimes the baton at the party again, and when nothing happens, he draws a dagger and orders his guards to attack.
Samantha: 1d20 + 2 ⇒ (4) + 2 = 6
Newt: 1d20 + 2 ⇒ (8) + 2 = 10
Thurgar: 1d20 + 0 ⇒ (4) + 0 = 4
Crowe: 1d20 + 1 ⇒ (16) + 1 = 17
guard: 1d20 - 1 ⇒ (17) - 1 = 16
Foloch: 1d20 + 1 ⇒ (1) + 1 = 2
Crowe
Guard
Newt
Samantha
Thurgar
Foloch

Crovve |

Crowe rage. Rage against the priest. Rage against the falsehood of his god. Rage at the transgression toward the Pathfinder. He charges at the Razmirian priest. Lightning surrrounds his body and his mighty Earthbreaker.
Charge, Bloodrage, hitting flat-footed: 1d20 + 5 + 2 + 2 ⇒ (4) + 5 + 2 + 2 = 13 PA, Furious Focus,Elemental Strikes: 2d6 + 9 + 3 + 1d6 ⇒ (4, 3) + 9 + 3 + (5) = 24

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With that roll, Crowe should maybe rage against the machine dice bot... ;-)
Do you have a reroll you could use? If not: could I give you my boardgame reroll?

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"Wise choice. Stay put." Newt comments. He walks forward and picks up the sword. "That was a great attack, Crowe."
I assume we are out of initiative now?

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As quickly as Thorgar drew his hammer, he stows it, though he makes sure that the first thing he does is secure the sword the guard so wisely discarded.
"Aye. An impressive hit. A shame there's not much left of this fellow to question, but perhaps we can see what he was making off with so quickly," he continues, beginning to check the luggage the priest was so eagerly packing away.

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"We should return these to the good citizens here," Thurgar says, in a tone that suggests that he's trying to convince himself as much as anyone else as his eyes twinkle with greed as brightly as the gold coins he's lasciviously eyeing.

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"I agree."

GM Klonac |

From behind the party, an angry mob of villagers runs up, and on seeing the pulp that once was Folloch, they lower their weapons. As most of them collect their valuables, one of them hands the party a bag of 300 gold. The guard, hanging his head, wanders off into the crowd of grateful villagers. One of them offers the party a room to stay in for the night, before they resume following the notebook.
Congratulations, adventure complete.