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Klara thinks how she can aid mates who are frighting with more tough soldiers...
Device Stratagem: 1d20 ⇒ 4
Bah! But the chaos around si so high and vision is so poor that she actually not willing to hit some ally accidentelly.
But as far as situation stabilising - Klara just thinking wether they should hide bodies or take some / all of them.
So she just approach both operatives who a down.

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Surprised to see the attacker crumple to the ground, Laeron trots back across the bridge to be available to assist against the remaining foe.
Retcon remaining two actions for strides

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Oh yeah, Reactive Dismissing that
Sensing the deadliness of the wound, Molly has Silverbeard dissipate with a wave of her hand. Then, with her hands suffused with a sickly green glow, she calls out, ”Are you with us, Jack!?”
A rather short skeleton, with an improbably long sword, claws his way out of the ground next to the last thug. He attacks her with the flat of his blade.
Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 2 ⇒ (2) + 2 = 4S

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Shayna retreats. Upon seeing that Molly is down, sends some healing at her.
Soothe at Molly, Rank 3: 3d10 + 12 ⇒ (4, 7, 3) + 12 = 26
◆ Stride
◆◆ Soothe (R3)

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Klara joins Corelion and opts to keep an eye on the unconscious Ninth Army men.
@Klara You could use that 4 for a skill check if you’re a Remastered Investigator by using Skill Stratagem, like to search a body or do something else. Likely there’s no consequences to failing something like that.
Laeron hustles the other way passing Klara on the bridge and sees the Cap’n dissipate in a wave of ectoplasmic energy. Then he sees a skeleton crawl from the ground and swing ineffectively at the last enemy.
Shayna retreats to heal Black Molly, and her circle of light pulls back just enough to frustrate the Purple-clad thug even more.
Ambush!
Round 4
Ambush!
Conditions: Dim Light; Courageous Anthem
BOLD May Act
Laeron
Sunshine (-25, Hunted by Purple)
Corelion -6
Red Soldier (Unconscious)
Purple Soldier (-20)
Black Molly and the Cap’n (-22)
Klara
Shayna
Blue Operative (Unconscious)
Green Operative (Unconscious)

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Laeron trots forward to face the remaining ambusher. He glances over to her unconscious comrade, then back over to his foe. "You feel like your bosses didn't do you right here?" Then he attacks to subdue.
Snagging Strike!: 1d20 + 17 + 1 - 2 ⇒ (7) + 17 + 1 - 2 = 23
Dim Light: 1d20 ⇒ 10
Nonlethal Slashing Damage: 2d8 + 4 + 1 ⇒ (4, 6) + 4 + 1 = 15
Laeron then raises his sword in a defensive posture.
Stride, Snagging Strike, Dueling Parry

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Sunshine steps up and flanks, trying to just deal enough pain to Purple to knock them out.
Spiked Chain, nonlethal: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26
Nonlethal: 2d8 + 4 ⇒ (6, 3) + 4 = 13
Spiked Chain, nonlethal, MAP: 1d20 + 14 - 2 - 5 ⇒ (8) + 14 - 2 - 5 = 15
Nonlethal: 2d8 + 4 ⇒ (6, 8) + 4 = 18
Precision: 1d8 ⇒ 1 to first hit

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Corelion makes a long hail-Desna shot but misses.
Laeron snags Purple’s elbow in a wrestler’s grip as he cuts her with his blade.
Sunshine’s first attack finds its target, but the second does not.
The lady soldier keeps her focus on Sunshine - for now - and swings at him first then targets the handsy fighter.
Attack vs Sunshine: 1d20 + 14 ⇒ (14) + 14 = 28
Dim Light: 1d20 ⇒ 6
Damage, S, Hunted: 1d10 + 7 + 1d8 ⇒ (9) + 7 + (8) = 24
Attack, MAP, Sweep vs Laeron: 1d20 + 14 - 5 + 1 ⇒ (9) + 14 - 5 + 1 = 19
Dim Light: 1d20 ⇒ 2
Damage, S, Forceful: 1d10 + 7 + 1 ⇒ (5) + 7 + 1 = 13
The lighting spoils her second attack, so she just pulls her elbow from Laeron’s snagging grasp and steps away from him and Jack.
Ambush!
Round 4
Ambush!
Conditions: Dim Light; Courageous Anthem
BOLD May Act
Yes, technically everyone could go as there’s only 1 opponent remaining, but I’d like to give the ladies a chance to go at the bottom of their round. (Kind of odd that the characters ended up split by gender in the initiative order.)
Laeron
Sunshine (-49, Hunted by Purple)
Corelion -6
Red Soldier (Unconscious)
Purple Soldier (-49)
Black Molly and the Cap’n Jack (-22)
Klara
Shayna
Blue Operative (Unconscious)
Green Operative (Unconscious)

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Molly casts a spell at Sunshine, and a glowing green skull & crossbones appears on his chest.
Meanwhile, Jack takes another swing at the remaining soldier, then points his sword at her menacingly.
BM: Cast forbidding ward between Sunshine and Purple.
J: Strike, Set Defense (gains Reactive Strike)
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 2 ⇒ (5) + 2 = 7non-lethal

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Shayna moves up with her light source and flings a rock at Purple's head, hoping to put his lights out...
Telekinetic Projectile, CA: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Telekinetic Projectile Damage: 3d6 + 4 + 1 ⇒ (2, 4, 6) + 4 + 1 = 17
◆ Stride
◆◆ TKP

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Klara barely see what is happening far there, but she has a slingstaff after all, so maybe the angle is good enough for proper trajectory attack
Device Stratagem: 1d20 ⇒ 4
So she decides to start Disarming unconscious foes and probably prepare a rope to tie them

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Black Molly gives Sunshine some defensive magic as Jack lashes out with his glaive-from-the-grave. Shanya brings back the light but just barely misses with the rock she threw. Klara continues watching over the operatives and begins disarming and restraining them.
Dang, Klara, that’s 3 really bad Stratagem rolls in a row. Sorry.
Ambush!
Round 5
Ambush!
Conditions: Dim Light in some areas (see map)
BOLD May Act
Laeron
Sunshine (-49, Hunted by Purple, forbidding ward)
Corelion -6
Red Soldier (Unconscious)
Purple Soldier (-49)
Black Molly and the Cap’n Jack (-22)
Klara
Shayna
Blue Operative (Unconscious)
Green Operative (Unconscious)
@Shayna: I’m pretty sure that Courageous Anthem expired at the start of your turn. You cast it in Round 1, got a normal success on the Lingering Composition for 3 rounds of duration, so it would expire at the start of your Round 4 turn, right? Your TKP would not have hit anyway (missed by 1 even with the anthem bonus), but I’m going to remove it from the tracker for now unless you tell me I’m mathing this wrong.

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Sunshine swipes at Purple.
◆ Spiked Chain, Nonlethal: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
Nonlethal: 2d8 + 4 ⇒ (2, 6) + 4 = 12 plus Precision: 1d8 ⇒ 3
He then calls forth a soothing mist and swirls about himself.
◆◆ Healing: 3d8 ⇒ (1, 5, 1) = 7
Sorry, I don't have the actions to open up the flank.

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Laeron steps after the remaining enemy. "Just gonna keep at it? You gotta know this is defeat for you." He then tries to subdue the enemy.
Snagging Strike!: 1d20 + 17 + 1 - 2 ⇒ (5) + 17 + 1 - 2 = 21
Nonlethal Slashing Damage: 2d8 + 4 + 1 ⇒ (8, 5) + 4 + 1 = 18
He then raises his blade in a defensive posture.
Step, Snagging Strike, Dueling Parry

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Sunshine and Laeron knock out the last of the soldiers. As the soldier falls to the cobblestones, so too does the square fall eerily quiet.
Combat Over!
Sunshine -49
Corelion -6
Black Molly -22
It seems that you may have a few minutes to search for clues and items and/or deal with the unconscious hoodlums before the distant shouts of hostility begin to grow too close for comfort.
In addition to their combat gear (see below) you find a few pouches of various gemstones on the operatives, worth a total of 60 gp.
**@Klara: Your Pursue a Lead bonus applies.
The crossbows, falchions and warhammers they were using in the fight, plus breastplate and studded leather armors, 55 crossbow bolts, 2 daggers, 2 steel shields, 2 signal whistles, and 2 sets of simple manacles.

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Perception: 1d29 + 9 ⇒ (10) + 9 = 19 vs DC 20
Assuming there's not enough time to Treat Wounds or for Sunshine to Refocus, Sunshine will use Battle Medicine on himself (Assurance 19,Healing: 2d8 ⇒ (7, 8) = 15) and prepare to continue the pursuit wounded.
Edit: Also Sunshine has a second Focus Point, so he can Soothing Mist himself again. Healing: 3d8 ⇒ (1, 2, 3) = 6
Edit 2: LOL, his 2d8 Battle Medicine has healed him more than 6d8 worth of Soothing Mist!

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Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Sunshine, where'd you get a d29?? :)

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Klara continues to tie and search operatives for further weaponary and possibly good clues, keys etc...
Perception: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
SHe does not like option to stay here longer though suggest with couple guesters to search soldiers as well.
- SHould we take one of them with us? I've got a good crypted message. Lets try not to leave obvious tracks.
Klara is capable of Glean Content unsertanding so maybe she is able to understand at least something???
She checks s magical messager from Muesello to ber sure nothing coming (or is it?)

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I rolled d29 with a +9 modifier and still couldn't hit DC 20. LOL, sorry.

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Laeron scratches his head. “They were careful to mention we shouldn’t leave a trail of bodies, but I don’t recall what we are supposed to do with prisoners.” He shrugs “Maybe they can be…you know…convinced to abandon their cause?”

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Sunshine patches himself up, but Black Molly gets distracted and puts her bandages on a little too tightly.
Klara easily finds a letter but can’t make heads or tails of it without further study.
Klara: I don’t think Glean Contents really applies here. It talks about being able to quickly scan and get the gist of something even if the document is in an unusual orientation or partially obscured, but this document would specifically require breaking a code.
Black Molly’s pirate background shows in her no-nonsense attitude toward the unconscious foes. Klara checks the wayfinder needle and there are no updated instructions from Muesello, leaving the decision to the Pathfinders as to what to do with them.
I’ll move us along, but there does need to be a party vote on whether to bring one - or more - of them with you. I’d say as of now we have Laeron Yes-ish and Black Molly No.
============================
The team heads to the candle warehouse to meet up with Muesello. When you arrive, you see that the safehouse’s contents have been packed away into a large backpack, save for a small tray of modified and ritually linked wayfinders that Muesello has been using to communicate with Gloriana’s spies across the district. All of these wayfinders are missing their compass needles. Muesello says, ”The coast is clear for now; however, I believe that the movements of the Ninth Army agents suggest that they had somehow known to expect Pathfinders.” He sighs and glances at the tray of wayfinders. ”I hope we don’t have an actual mole in the Society, and that they’re just using divination magic or some other-worldy effect.” He shakes his head in resignation as he gathers up the message devices then asks you to follow him to the real safehouse.
The new safehouse entrance is in the cellar of an abandoned home. The locked front door features a large sign reading “Condemned—Pest Infestation.” Muesello leads you to a cellar entrance in the back hidden by overgrown bushes. At your questioning looks regarding the sign, Muesello informs you that this building was simply abandoned; he made that fake sign to discourage people from coming too close. The building’s interior is old but structurally sound and much cleaner than its exterior. It has enough beds for everyone to rest comfortably, and the cellar is stocked with food, water, and other basic provisions.
Muesello suggests that you see to whatever business you need to complete and then get a good night’s rest.
“Muesello and the Pathfinders have a safehouse in an old candle warehouse in Eastport. The Pathfinders will lead you to it. Take them out, then apprehend Muesello. Bring him alive to the old jail southwest of the arena. Knock nine times and someone will let you in. Try not to mess this up like Cole did. My patience is finite—The Peddler.”
Laeron may open this next spoiler IF and ONLY IF someone succeeds on the Society check.

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Klara has a stron intention to decipher and understand the context and she waste no time when arrive to the safehouse and looking at the paper and doing some notes, noding occcasionally
Society: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
Suddenly she reads in a whisper giving a sign to everyone to approach closer
- Muesello and the Pathfinders have a safehouse in an old candle warehouse in Eastport. The Pathfinders will lead you to it. Take them out, then apprehend Muesello. Bring him alive to the old jail southwest of the arena. Knock nine times and someone will let you in. Try not to mess this up like Cole did. My patience is finite—The Peddler. Sooo... we have a good clue and next lead where to strike.

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“Cole? That’s Cole Farsen, the Ninth Army bigwig what directed all the mischief last time around. Lady Gloriana mentioned that he didn’t make it to trial…these Ninth Army guys play for keeps.”

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Sunshine votes to bring them all with us, to maintain our control. If this is unfeasible due to weight, he'll vote to carry as many as we can, and then tie the others up behind a dumpster in an alleyway or something, where they won't attract attention.

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With no dissent voiced by his teammates, Sunshine brings one of the unconscious soldiers - secured and blindfolded by Klara - to the safehouse. Once she awakens, she refuses to give her name and is clearly hostile to her captors.
As you finish up your interrogations, Muesello informs you that Gloriana’s agents were able to lure the remaining pursuers away. They also found and arrested the three Ninth Army members that you left behind. He commends you for your efforts before leaving to instruct his spies to break off their investigations and pick up some supplies instead.
When the spies arrive at the safehouse in the morning, you arise refreshed from a comfortable sleep. Gloriana’s staff—disguised as ratcatchers—discreetly deliver a buffet-style breakfast of eggs, potatoes, breads, fresh fruit, coffee, and juices. As you dig into your breakfast, Muesello gives you a note from Gloriana Morilla:
=========================
Thanks to your efforts, we know of a Ninth Army hideout in Eastport. You are to go to the hideout, confront any foes who remain, and search for evidence to exonerate the Society and expose the Ninth Army’s duplicitous plots. My scouts report that the hideout is a former prison. The front entrance is possibly the easiest way in. Thankfully, only a few Ninth Army members remain; the scouts report that most of them fled the site, apparently in great haste. We’ll round them up while you investigate the hideout. Be careful—we don’t know what’s in there, and somehow, someone seems to be watching us.
Explore. Report. Cooperate. Most importantly, stay alive.
—GM
==========================
As you read the note, Muesello digs out some supplies from a leather satchel with a “Poison” insignia on it - presumably to make people think it’s rat poison and keep them from sticking their noses in it. He hands you 5 lesser healing potions and 4 moderate bottled lightnings. Just in case.
For simplicity, we’ll assume that between any focus point healing, healing spells, and Medicine checks that could be made before bed, you all start the day fully healed and with all daily abilities reset.

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Molly peers at the captive’s face. ”Lovely bone structure”, she says. ”Some peeling, a good scrub, dry in the sun. You’ll make a handsome flagon. I’ll remember your screams every time we toast!”
Intimidation: 1d20 + 12 ⇒ (6) + 12 = 18
Hero Point
Intimidation: 1d20 + 12 ⇒ (20) + 12 = 32

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"Can we scout the building before knocking on the front door and announcing our presence? Even if it's unlikely that there's a better way in, we'd sure want to know all the ways out are, right?"

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actually I have written that Klara wills to take one of operatives as a tongue, so I fully support Sunshine decision
Klara does not participate in interrogation, though prepares a plan of entering the jail. With information and code braked it can be pretty simple through the main door with minimum precautions. Though idea to scout building around is really good as good planning makes mission smooth.
She nods in agreement with Sunshine, consuming a sausage pierced by her huge fork.

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The Ninth Army soldier lady smiles slightly at what she perceives to be Black Molly’s flirtatious comment on her bone structure. The Sea Witch quickly realizes how her tone of voice might have made that come across wrong and changes things up. When she finishes her second attempt, her prisoner’s face has gone as white as the sails of a freshly commissioned Taldan Navy ship. Cali - as she quickly introduces herself to Black Molly - wastes no time telling her interrogator all about the abandoned jail. Hoping to keep her skull from becoming a flagon, she adds in that there’s an alarm snare on the door. Normally, upon hearing the 9 knocks, the inside guard would deactivate it before opening the door.
Extra info added as a bonus for the Crit.
Leaving Cali in Muesello’s hands, you gather your gear and prepare to depart for the abondoned jail. As you leave, Muesello gives you an envelope containing Gloriana’s signet ring and informs you that the Lady has arranged a series of carriages to take you on a roundabout journey through Eastport intended to throw off would-be pursuers. You are to present the ring to the drivers, who will then relay you to your next destination. ”If you feel the need to you can, of course, request a stop along the way from any of the drivers. They don’t know anything except to take Lady Gloriana’s ‘people’ to the destination they were hired for.”
The final carriage veers east at the Gray Market and begins zig-zagging down side roads until it finally stops in a rickety industrial area. The driver informs you this is as far as he goes. ”I ‘as tol’ to gives ya’ d’rections from here. You be goin’ t’ree blocks souf, ‘den two blocks east. Take care,” he finishes with a polite tip of his hat before the carriage speeds off. The indicated route leads past scorched homes and workshops, empty save for perhaps an occasional squatter or family of raccoons. A stone structure stands among the surrounding neighborhoods. It’s mid-morning, and it appears that no one else is around.
Having agreed to scout the building before entering, you find that this single-story prison has only one entry. There are four windows on the east side, plus a few windows looking into empty cells on the north side. The windows are all heavily barred and only a few inches wide on the outside.
Black Molly Stealth: 1d20 + 9 ⇒ (10) + 9 = 19
Corelion Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Klara Perception, Pursueing: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Laeron Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Shayna Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Sunshine Stealth : 1d20 + 13 ⇒ (13) + 13 = 26
Unfortunately, Klara is a bit too short and doesn’t hear the voices that everyone else picks up. Even so, they can’t tell what’s being said. Except for Laeron and Shayna, who manage to make out one man talking about the alarm on the front door He’s also voicing his fears about their fate at the hands of the mysterious and brutal “Peddler”.
If anyone uses this information when attempting a Charisma-based skill check while interacting with a Ninth Army member in the prison, such as by mentioning The Peddler, they gain a +2 circumstance bonus to their check.
Circling back around to the front you find yourselves at the prison’s thick, mahogany front door which bears a lion’s face door-knocker. The door appears to be a recent addition, as it lacks the char that mars the surrounding stone walls.
=========================================
Options as printed, but of course other creative solutions are possible:
Knock nine times, let them disarm the snare and open the door. (No check)
Locate and disable the snare. DC 20 Perception to Seek, then a DC 17 Thievery check to Disable it.
Force open the door (with or without disabling the alarm.) DC 18 Athletics check.
Pick the locked door. This requires THREE DC 20 Thievery checks separate from the Thievery to disable the alarm.
First 2 votes that agree set the path.

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Sunshine is itching for some burglary.
Picking the lock:
Thievery: 1d20 + 11 ⇒ (6) + 11 = 17 vs DC 20
Thievery: 1d20 + 11 ⇒ (14) + 11 = 25 vs DC 20
Thievery: 1d20 + 11 ⇒ (15) + 11 = 26 vs DC 20
Thievery: 1d20 + 11 ⇒ (3) + 11 = 14 vs DC 20
Thievery: 1d20 + 11 ⇒ (4) + 11 = 15 vs DC 20
Thievery: 1d20 + 11 ⇒ (13) + 11 = 24 vs DC 20
Locate and Disable Snare:
Perception: 1d20 + 9 ⇒ (19) + 9 = 28 vs DC 20
Thievery: 1d20 + 11 ⇒ (3) + 11 = 14 vs DC 17
Thievery: 1d20 + 11 ⇒ (14) + 11 = 25 vs DC 17

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Klara is not sure why team not using the insights the recieved from xrypred message and otherwise, but she decides not complaining and instead assists Sunshine in breaching through defences and lock.

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Klara is not sure why team not using the insights the recieved from xrypred message and otherwise, but she decides not complaining and instead assists Sunshine in breaching through defences and lock.
Correct me if I'm wrong, but I don't think there's anything that precludes us from using that information later. If we get caught sneaking around, we always have the option to invoke the Peddler or whatnot. Is there an advantage to using it up front that I've missed?

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Opening the door reveals a narrow hallway into what was likely the prisoner processing and visitor reception room. There are a few chairs and an old desk, but little else of note. A aged portrait of the previous ruler, Grand Prince Stavian III, has been rehung on the south wall and below it is a crude, rude and tasteless caricature of Princess Eutropia.
The door on the far wall is ajar and you can hear voices coming from somewhere beyond, though clearly not from within the hallway itself.
Having scouted the perimeter and peeked into the window slits, you have a good sense of what’s where inside. The room immediately next to where you are looked to be an armory, and the room beyond that with the garish red carpet was clearly the warden’s office. You didn’t see anyone in either of those rooms during your scouting lap, and the rooms were lit by lanterns providing normal bright lighting throughout the prison.
We are in the bottom left SW corner of the map. Map note: the dark black lines that cross the hallway are meant to represent portcullises for when the map is used for an active prison. They are not mentioned in this scenario, so we’ll assume they are raised and non-functional.
RRho wrote:Klara is not sure why team not using the insights the recieved from xrypred message and otherwise, but she decides not complaining and instead assists Sunshine in breaching through defences and lock.Correct me if I'm wrong, but I don't think there's anything that precludes us from using that information later. If we get caught sneaking around, we always have the option to invoke the Peddler or whatnot. Is there an advantage to using it up front that I've missed?
Sunshine is correct. You can use the bonus for any “Charisma-based skill check while interacting with a Ninth Army member in the prison.” But I think Klara was asking why not just knock nine times. I think at a F2F table it would have been a lengthy discussion of how best to proceed, but trust me when I say the Thievery checks were actually the easiest and best option.

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Klara has Ongoing Investigation active though she still hesitates.
In a whispering voice the halfling offers to send couple scouts ahead. Or maybe someone who can look like a local ninth army representative...
It's a pity the team has not prepared a masquerade.
Klara is okay to stay behind or be one of couple scouts.
She closes the door behind properly just in case.
She asks everyone to stand calm and silent for few seconds to listen if there are any loud sounds or speech nearby inside the jail.

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Sorry for the delayed posting.
No checks required to get this information:
Sunshine (presumably) scouts down the hallway with Klara assisting. They find that the doors to the armory and warden's office are both unlocked. The voices are coming from the large area to the north which from your earlier scouting trip you suspect is the yard. A quick peek into the spacious room across from the warden's office reveals what was once the mess-hall that is now also used as a makeshift barracks. The cells at the end of the hall are all abandoned and unused.
From the doors to the yard, the scouts overhear a few Ninth Army members conversing worriedly about what may happen to Jankeli and Ashil, two recruits on their way to meet with The Peddler. One of the soldiers quips, “They’ll be joining Cole soon,” and is promptly scolded by the other members for his insensitivity.
If you want to search the armory and/or the office and/or the mess-hall, please roll some Stealth checks and Perception checks for each that you wish to do now, and of course it will take some time. Time you may or may not have. Or you could charge into the yard first while you still have the element of surprise.

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Klara pointing at the office still staying low and keen...
Stealth: 1d20 + 8 ⇒ (14) + 8 = 22
Perception: 1d20 + 10 ⇒ (12) + 10 = 22

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In the warden’s office, Klara finds stacks of documents with many strewn across the large, mahogany desk in the center of the room. Curios holding toy soldiers, flags, bottles, and a decorative falcata flank the room. The folded flags in the curios resemble Taldan flags, except the lion is yellow instead of white. On the corner of the desk, a glass terrarium houses a single cobble mite exactly like the one that Lady Gloriana had.
Among the papers on the desk, the sleuth finds a letter from “The Peddler” to Cole Farsen—the person who was coordinating the crime spree in Oppara months ago— listing targets that include Lioness Jewelers, a residence in Aroden’s View, an art showing in Grandbridge, and The Queen’s Tears Fountain.* It contains instructions on framing the Pathfinder Society, a list of notable names and phrases, the Glyph of the Open Road, and a reference to a crate of wayfinders that The Peddler provided to Cole. Further sifting through the rest of the documents produces evidence of other coordinated harassments of Grand Princess Eutropia’s supporters.
* Upon showing this information to Laeron, he recognizes these locations as from his previous mission here.
A letter tucked into an opened envelope appears to be the most recent correspondence. It expresses disappointment in Cole’s ability to follow directions. The letter instructs the Ninth Army to apprehend Muesello at a candle warehouse in Eastport and bring him to The Peddler at an isolated dock southeast of the prison—the meeting is to take place this very day. A crude map is drawn at the bottom of the letter, with the specific location marked.
With a quick look at the shelf, Klara can tell that the toy soldiers are all wooden and fashioned to resemble a cavalier riding a horse. The falcata is purely decorative and unwieldy. The bottles, however, are clearly labeled. She finds a moderate alchemist’s fire and a moderate acid flask (each labeled “Do Not Drink!”). She also finds a moderate healing potion labeled “Do Not Throw!” Finally, in the top drawer of the desk, she finds a strange pendant with a symbol of three eyes hovering over a sinister, upraised hand. (The regular Item Level 3 version, not the Greater one.)
It appears that no one heard the little halfling sneaking through the hallway as the general gossip and grumbling continues from the yard.
What now, Pathfinders? We are in the bottom left SW corner of the map. Map note: the dark black lines that cross the hallway are meant to represent portcullises for when the map is used for an active prison. They are not mentioned in this scenario, so we’ll assume they are raised and non-functional.

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Sunshine is Expert at Stealth, so everyone can Follow the Expert, rolling with a modifier of +2+DEX+Level.
Sunshine will go towards the armory.
Stealth: 1d20 + 13 ⇒ (20) + 13 = 33
Perception: 1d20 + 9 ⇒ (9) + 9 = 18

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Klara is impressed by number of clauses she found here and likely she takes some of findings which she thinks are suitable and not too heavy.
Situation that there should be a meeting with Peddler today pushing her to not slow down as it might be a chance for Pathfinders to find the main person in charge of their / Muesello troubles in Oparra.
Rrho joins the party if no one's visiting the office during her ongoing investigation. She whispers some info about mostly disturbing findings and suggests to check if they still will be able to intercept the Peddler. Untill the caused alarm in here...