
GM chadius |

Green Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
Red Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
Roark finishes off the woman in Green before catching the Red woman's eye with a stylish dance, filling him with Panache.
Shimmer wanted that shot. Fine, she'll settle for shooting the Gray one.
Mavenee wanted that gore. Fine, she'll settle for charging at the Red one. Too bad she misses.
"Humans are so weak!" A bolt of unholy lightning shoots from above Roark's head. "Fine, I'll do it myself!"
Shock: 1d20 + 12 ⇒ (15) + 12 = 27
Electricity: 2d4 + 2 ⇒ (2, 1) + 2 = 5
Unholy: 1d4 ⇒ 2
Shock: 1d20 + 12 - 5 ⇒ (8) + 12 - 5 = 15
It's obvious where the spirit is attacking from, even if you can't see it.
Mother Forsythe grumbles. "Fine." She calls upon some kind of magic and darts around the cart filled with bloody torture implements.
Soothe: 2d10 + 8 ⇒ (8, 2) + 8 = 18

GM chadius |

Round 4
Urkhas (Invisible, Position Known)
Mother Forsythe (Invisible, 2 Temp HP, 27 damage, Spells cast: 3rd Fear, Invisibility, Soothe)
Hancock (26 damage, RAGE)
Gray cloak (17 damage)
Red boots
Martin (16 Fire Damage) and Mavenee (AC: 24, fast healing 6 (3 rds), resist 1 to all damage, 2 to fire)
Roark (12 damage, Panache)
Kargoth (Bless 35ft, 11 Damage)
Shimmer (11 Damage)
Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
Mother Forsythe may be invisible. If the Position is not known, you need to determine her location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 12 Flat Check before rolling your attack.
The Daughters of Cocytus are holding torches as light sources. I've added a red dot to the map to indicate where they dropped torches. These provide 20 ft of light and 20 more feet of dim light.

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Please make the seek roll for Hancock. He will be pursuing the deadly woman until she goes down. If the seek roll fails he will pummel red and then move around the cart hoping to bump into her. If the seek works, of course, he will pursue her and try to smack her instead.

GM chadius |

With your Acute Sense, you can figure out her location by smell. It's an imprecise sense, so you still need to roll Flat Checks against her Invisibility.
She may be hidden from sight, but Hancock can smell her. As he rushes towards Mother Forsythe, the woman in Red swings at him.
Club: 1d20 + 9 ⇒ (15) + 9 = 24
Bludgeoning: 1d6 + 5 ⇒ (5) + 5 = 10
He ignores the pain and closes in and starts swinging. She must be here!
Flat Check DC 12: 1d20 ⇒ 5
Flat Check DC 12: 1d20 ⇒ 8
Her smell is strong, but she's Hidden. "What are you waiting for! Hurry up and protect me!" She screams out.
The light laughs as the two women rush to her aid. One woman holds her Gray cloak and chooses between Roark and Shimmer.
Even is Roark: 1d2 ⇒ 1
Club: 1d20 + 9 ⇒ (14) + 9 = 23
Club: 1d20 + 9 - 5 ⇒ (7) + 9 - 5 = 11
Bludgeoning: 1d6 + 5 ⇒ (3) + 5 = 8
As she bashes Shimmer, the other one corners Hancock.
Club: 1d20 + 9 ⇒ (17) + 9 = 26
Club: 1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 16
Bludgeoning: 1d6 + 5 ⇒ (2) + 5 = 7

GM chadius |

Round 4
Urkhas (Invisible, Position Known)
Mother Forsythe (Invisible, 2 Temp HP, 27 damage, Spells cast: 3rd Fear, Invisibility, Soothe)
Hancock (43 damage, RAGE)
Gray cloak (17 damage)
Red boots (Reaction Used)
Martin (16 Fire Damage) and Mavenee (AC: 24, fast healing 6 (3 rds), resist 1 to all damage, 2 to fire)
Roark (12 damage, Panache)
Kargoth (Bless 35ft, 11 Damage)
Shimmer (19 Damage)
Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
Mother Forsythe may be invisible. If the Position is not known, you need to determine her location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 12 Flat Check before rolling your attack.
The Daughters of Cocytus are holding torches as light sources. I've added a red dot to the map to indicate where they dropped torches. These provide 20 ft of light and 20 more feet of dim light.

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Roark immediately tumbles through Grey Cloak's space
Acrobatics(E): 1d20 + 13 ⇒ (11) + 13 = 24
Grey is OG if that succeeds
He slams his beak into her and steps away.
Beak, OG, Bless: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19 for Piercing Damage: 2d6 + 1 ⇒ (1, 5) + 1 = 7
Critical Hit: Double Damage, DC 21 Fort or Slowed 1 until the end of Roark's next turn
Confident Finisher: 3d6 ⇒ (3, 4, 1) = 8 Half if a miss (but not a critical miss)
Beak, Bless: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20 for Piercing Damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9
◈ Tumble Through
◈ Beak
◈ Step
↺ Opportune Riposte

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Martin and Mavenee tandemly moves across the battlefield. Martin further enhances Mavenee's horns with a venomous aura and the eidolon tries to ram the hidden skull.
Flat Check: 1d20 ⇒ 16
Horn: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20 I'll HP reroll that
Horn: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
Piercing: 2d8 + 4 ⇒ (8, 3) + 4 = 15 + Poison: 1d8 ⇒ 3
◈Act Together (◈Stride, ◈Stride), ◈◈Envemon Companion, ◈Strike. Mavenee AC: 23, quickened (8rds), fast healing 6 (1rd)

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"Ah! No! I'm just a harmless little--yeah, I didn't think so."
Hurt now, but not wanting to waste Kargoth's spell, Shimmer steps back while analyzing this foe and reloading her gun. She then unloads it again.
◈ Step
◈ Reload
◇ Devise a Stratagem: 1d20 ⇒ 9 vs Grey
◈ Strike Jezail: 9 + 10 + 1 = 20 for concussive piercing: 2d8 ⇒ (8, 4) = 12 and precision damage: 1d6 ⇒ 1

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"Let me take care of that..." Kargoth says. He continues his bless while healing the sprite.
◈ Sustain Bless (45')
◈◈ Cast Heal on Shimmer Heal: 2d10 + 16 ⇒ (7, 4) + 16 = 27

GM chadius |

Roark plays with the woman's Gray cloak to distract her as he dashes across and defeats her with his beak.
Mavenee slams her horn into something- you all hear a YEOWCH!
Shimmer inspects the scene. The skull is invisible, she's not sure where Mother Forsythe is exactly (although Hancock is swinging at something) and there's a woman behind a cart, giving her plenty of cover.
Shimmer: Your last action is no longer valid. I'll give you 1 action back and keep things moving for now.
Urkhas grunts. "That's my favorite eye socket! You'll pay for this!" and unleashes two bolts at Mavenee before flying off again.
Shock: 1d20 + 12 ⇒ (19) + 12 = 31
Electricity: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Evil: 1d4 ⇒ 2
Shock: 1d20 + 12 - 5 ⇒ (3) + 12 - 5 = 10
Meanwhile, Mother Forsythe appears right in front of Martin and Shimmer. She pays them no attention as she begins casting. Bullets of pure force stream from her fingers and slam into Hancock. "Stupid oaf! Die already!"
Force: 4d4 + 4 ⇒ (4, 2, 4, 3) + 4 = 17
Her wishes are not granted, but her cursing is quite exquisite.

GM chadius |

Round 4
Urkhas (18 damage, Invisible)
Mother Forsythe (2 Temp HP, 27 damage, Spells cast: 3rd Fear, Force Barrage, Invisibility, Soothe)
Shimmer (1 action remaining)
Hancock (60 damage, RAGE)
Red boots (Reaction Used)
Martin (16 Damage) and Mavenee (AC: 23, fast healing 6 (1 rds), resist 1 to all damage, 2 to fire)
Roark (12 damage, Panache)
Kargoth (Bless 45ft, 11 Damage)
Shimmer
Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
Mother Forsythe may be invisible. If the Position is not known, you need to determine her location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 12 Flat Check before rolling your attack.
The Daughters of Cocytus are holding torches as light sources. I've added a red dot to the map to indicate where they dropped torches. These provide 20 ft of light and 20 more feet of dim light.

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I'll just redirect the Devise and the attack to Forsythe. Which I believe means I need a flat check: 1d20 ⇒ 14?
Scratch that, Devise requires a creature I can see so she's not a valid target at all if invisible. Redirect to Red, though she's definitely got cover against me.

GM chadius |

Shimmer redirects her aim and shoots the woman in red through the cart.
Round 4
Urkhas (18 damage, Invisible)
Mother Forsythe (2 Temp HP, 27 damage, Spells cast: 3rd Fear, Force Barrage, Invisibility, Soothe)
Hancock (60 damage, RAGE)
Red boots (13 damage, Reaction Used)
Martin (16 Damage) and Mavenee (AC: 23, fast healing 6 (1 rds), resist 1 to all damage, 2 to fire)
Roark (12 damage, Panache)
Kargoth (Bless 45ft, 11 Damage)
Shimmer
Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
Mother Forsythe may be invisible. If the Position is not known, you need to determine her location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 12 Flat Check before rolling your attack.
The Daughters of Cocytus are holding torches as light sources. I've added a red dot to the map to indicate where they dropped torches. These provide 20 ft of light and 20 more feet of dim light.

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Hancock howls with glee as his opponent appears. Heedless of his injuries he runs right around red and charges (sudden charge) Mother Pain.
** sudden charge
* strike
4 of that damage has electrical, arcane, and evocation traits
4 of that damage has electrical, arcane, and evocation traits
Crit fail? I think not. Spending a hero point to reroll.
4 of that damage has electrical, arcane, and evocation traits

GM chadius |

Hancock: Your icon was positioned next to the skull, but your text and strategy indicate you are going after Mother Forsythe. I moved it over.
"That stupid brute is still standing!" Mother Forsythe, for all of her grandstanding, sees Hancock's imminent delivery. "Kill him! Urkhas if I die you get NOTHING! Do you hear me?" She screams into the night, looking where she last saw the unholy lightning.
She turns to the remaining woman. "Ignore them. Stop this buffoon!"
The woman is resigned to her fate and moves to flank.
Club: 1d20 + 9 ⇒ (20) + 9 = 29
Bludgeoning: 1d6 + 5 ⇒ (1) + 5 = 6
Sneak Attack: 1d6 + 5 ⇒ (3) + 5 = 8
Club: 1d20 + 9 - 5 ⇒ (5) + 9 - 5 = 9
Despite all of his injuries, Hancock keeps going.

GM chadius |

Round 4
Urkhas (18 damage, Invisible)
Mother Forsythe (47 damage, Spells cast: 3rd Fear, Force Barrage, Invisibility, Soothe)
Hancock (88 damage, RAGE)
Red boots (13 damage)
Martin (10 Damage) and Mavenee (AC: 23, resist 1 to all damage, 2 to fire)
Roark (12 damage)
Kargoth (Bless 45ft, 11 Damage)
Shimmer
Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
Mother Forsythe may be invisible. If the Position is not known, you need to determine her location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 12 Flat Check before rolling your attack.
The Daughters of Cocytus are holding torches as light sources. I've added a red dot to the map to indicate where they dropped torches. These provide 20 ft of light and 20 more feet of dim light.

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Martin casts a healing spell on Hancock while the eidolon moves to flank Mother Forsythe. He reinforces Mavenee and the eidolon rams Mother Forsythe with her horns.
Healing: 2d8 + 16 ⇒ (1, 6) + 16 = 23
Horn: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35
Piercing: 2d8 + 4 ⇒ (2, 3) + 4 = 9 + Poison: 1d8 ⇒ 7 DC 21 Fort Save or be clumsy 1 for 1 round on a failed save. This is only rolled on a hit. I don't think Urkhas rolled this when Mavenee hit them last round.
◈◈Act Together (◈◈Heal, ◈Stride), ◈Reinforce Eidolon, ◈Strike. Mavenee conditions: AC 24, envenomed, quickened (7 rds), resist 1 to all damage, 2 to fire
Remaining spells: 1 focus, and 1 lvl 2 slot.

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"Smash them good!" Kargoth says, casting more healing on Hancock.
◈ Sustain Bless
◈◈ Heal Heal: 2d10 + 16 ⇒ (7, 8) + 16 = 31

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What was she talking about?
Unfortunately, the need to move away and to reload her weapon distract Shimmer enough that she can't focus on that. Not without foregoing a perfectly lined-up shot, anyway.
◇ Devise a Stratagem: 1d20 ⇒ 17 vs Forsythe
◆ Stride
◆ Reload
◆ Strike Forsythe Jezail: 17 + 10 + 1 = 28 for concussive piercing damage: 2d8 ⇒ (6, 8) = 14 and precision damage: 1d6 ⇒ 3; on crit, change the base damage to crit damage: 2d12 ⇒ (3, 5) = 8 and add fatal damage: 1d12 ⇒ 11; total of 17 on a hit or 33 on a crit (did.. did the fatal trait reduce my crit damage?)

GM chadius |

Mavenee joins the fun and gores Mother Forsythe. Whatever final words she tries to conjure are replaced with the coughing up of her blood.
The remaining woman drops her weapons. "Thank god the witch is dead." She seems absolutely relieved. "I surrender. Whatever punishment you've got is ten times better than what she would have done."
You hear the skull's voice laughing as it streaks out of the courtyard and off into the night.
We can end battle here if you wish. Shimmer, your target is dead.

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As the healing energies pour through Hanncock he laughs, taunting the woman.
"ybmne!"
Just to see her slump to the ground after a sharp report. Looking around in a daze, he gives a respectful nod to Shimmer. The battle over, the gleam in his eye fades and the slump returns.
Leaning against the wall and deciding against chasing a flying creature that can turn invisible, he says "Gbtl."

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Roark sighs and grimaces as his wounds close.

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Seeing that no immediate danger is present, Martin thanks Mavenee and unmanifests her so they could recuperate. "Should we head back? Or should we look for the key to the cells?"

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"We just need information," Shimmer tells the warrior, holstering her gun.
"Yes, well done Mavenee," she adds, a little unsure why everyone seems to be congratulating her in particular.

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"Kys"

GM chadius |

"Okay, fine. Look, when I joined this gang the pay was good. Mother..." she shudders "started us on petty theft before revealing her true methods. She took this abandoned prison as her base. It's creepy out here."
"Then she said there was a change of plans, and she told us to capture anyone related to this Pathflinger Society, or something. She took this one person behind the jail cells. They were struggling the whole way, never said anything besides their name: Jespya. Took three of us down before she stepped in directly."
"Mother has the keys to the jail cells on her. And that's her office, too." The woman motions towards the room on the southeast corner of the courtyard.
"Uh... Mother's really scary." The woman keeps her hands above her head. "So if you're taking me to any jail besides here, that's fine. I'm just glad it's over..."

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After hearing the flunky's speech, Hancock goes over to the body and makes sure it stays dead. He's heard of creatures that come back from life and if anything might it would be her.
Off goes her head! He uses his clan dagger for the job. Even afterwards he casts suspicious dubious looks at her. He's heard of headless undead, or, vice versa, floating head undead.
"Wshdbrnit"

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Hancock leads the way to the jail and tries the keys. Well, after practicing a little medicine on himself.
treat wounds: 2d8 ⇒ (1, 4) = 5
Very little it seems.
What do you say we sit around for a bit until we are healed up.

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Kargoth casts a heal spell on everyone.
"Now let's have a drink everyone.."
Use healer's blessing on Hancock first. +6 hp
3 action heal: 3d8 ⇒ (3, 3, 7) = 13

GM chadius |

After recovering, you check out the cells.
Multiple jail cells adorn the walls, with skeletal remains inside them. Whatever happened to these souls it was a long time ago.

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perception: 1d20 + 10 ⇒ (3) + 10 = 13

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"Well, that's not part of our case, but there still might be something there. Don't they ever clean this place?"
Shimmer takes a look.
Perception/Lore: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
If the Lore check counts as a Recall Knowledge check, Shimmer gets a bonus from her Keen Recollection feature to attempt it untrained which brings it up to +7. If not, she'll use Perception which is +7 anyway.
"Check in the corners," she advises Hancock.
↺ Clue in gives Hancock a +1 circumstance bonus. Which doesn't matter, but he was the first one to attempt it.
"Oh no, scratch that! That wall, look. It's been patched recently. They might have hidden something there! One of you big folks knock it down! Please."

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Hancock needs no further encouragement and goes to town on the wall.
athletics: 1d20 + 14 ⇒ (18) + 14 = 32
WHAM! BAM!!

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With a sigh, Hancock hoists the body and lays it out in a place more hospitable. Not that it would care.

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Martin grabs one of the scrolls of gentle repose and casts the spell on the corpse of Jespya. "I believe that's everyone."

GM chadius |

After handling Jespya's remains, you return to the courtyard where the woman with the red cloak surrendered to you. Crossing it and using the keys opens the last location of interest.
You find a levered crowbar, in addition to notes on where all the missing Pathfinders are located. This must have been Mother Forsythe's room.
When you reach the notes on Jespya, you see her note that “the moody little brat fought like they had a death wish; stuffing them in a cell wall seems fitting for someone so eager to die.”
Also tucked inside the journal is a letter:
Forsythe,
The Junianis family is playing host to members of the Pathfinder Society, a globe‑spanning network of interfering thieves and mercenaries. The Society has caused no end of trouble for us in the past, and the Junianis family is an upstart bunch who I cannot allow to make inroads with the Society. I am willing to supply funds and product in exchange for your disposal of each of the agents that are currying favor with this family. Neither of us wants anything disturbing our arrangements in Hinji, and my other enterprises must not come under scrutiny. Make it quick, and make it quiet.
I expect you to agree to this arrangement. You know what happens if you do not.
—Her Right Hand
There's nothing else here but to return to House Junianis.
Anything else you'd like to do here?

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Hancock is ready to return now, feeling the mission has been accomplished.

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Shimmer looks over the letter carefully. "What's the 'product' here?" she asks the surrendering brute... assuming she hasn't already slipped out.

GM chadius |

The woman with the red cloak shrugs. "The Ice Tears, I guess..." She's not sure.
A table of hot cider and donuts greet you at the dinner table within Junanis manor. Lady Victiria Junianis waits for you to get comfortable before standing up.
"You Pathfinders are so crafty. I'm so glad I contacted you. You barely needed my help!" The Lady smiles, although you're not sure how genuine it is.
"Hinji's power balance is shifting, and I'm not talking about the Daughters of Cocytus. What you did to Mother Forsythe and her cronies will destabilize local crime but something bigger is going on, I'm certain of it."
She sighs. "The Junianis family is relatively minor in the grand scheme of Chelaxian politics." She reaches for a biscuit. "But the Pathfinder Society will always have assistance from me. If you know anything about whoever was behind the attacks or if the Junianis family was involved, I'd love to know." An assistant whispers in her ear. "Ah, you must excuse me for a moment. Kiiruba wanted to personally thank me for my hospitality." She leaves you alone for a few minutes.
You did find a letter in Mother Forsythe's room mentioning the Junianis family and the Pathfinders. Should you show it to her, or keep quiet? Chileax is a land where betrayal is free and trust is scarce.
You have the opportunity to show her the letter from "Her Right Hand". Choosing to or not will have repercussions in future scenarios.

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Hancock could care less. The mission was a success and getting involved in some internal Chelaxian squabble is never a good idea. But he keeps his opinions to himself. Too much trouble to try to explain all that.

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"If we show it to her now," Shimmer whispers, "we can't take it back. We can always show it to a Venture-Captain and let them decide... though at that point, if they did share it with her she'd know we kept it from her."

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Martin enjoys their post mission time with Lady Junianis and tells what happened with their encounter with Mother Forsythe, withholding the information of the letter they found. He feels bad about this.
Martin's vote would be to tell Lady Junianis about the letter.

GM chadius |

Lady Victiria Junianis returns to the dining room. "Did you discover anything? No?" Her face sags with disappointment before she puts on a cheerful face. "Well, you've done so much already."
"Once you are finished with the meal..." She turns to the door. "You should help catalogue the family heirlooms. That is the original reason you came here, correct?"
The cataloging finishes within a day, and by the morrow you begin a return trip to Absalom.
When Kiiruba isn't asleep she is profusely thankful. "Thank you so much for saving me. I... I thought I was speaking to Venture-Captain Valsin or Li. Sometimes both. They asked me so many questions about the Pathfinder Society. I'm worried I said too much. For now I want to help my friends and pay my respects..." She yawns. "Oh, the medicine is kicking in. I should return to bed." She transforms into a fox and curls up somewhere inside.
In Absalom, the Venture-Captain congratulates you on a job well done. Tanno and Selia are thankful for their return to life and thank you for carrying their remains back to the society.
You are invited to Jespya's funeral alongside their teammates and Venture-Captain Valsin. Members of their monastery thank you for bringing the body back, so they may perform ritual rites. It is a somber moment, Jespya's bravery was honored, even in passing.
The End

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WIth permission, Kargoth pours some ale over the grave of Jespya. "A final drink for a brave one," the dwarf says.
"And now I need a drink... or eight.."