
![]() |

Folmyr look out
Just a heads up soguchi would like to drop a ten foot burst catching as mnany enemies as possible

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Fort Save: 1d20 + 12 ⇒ (13) + 12 = 25
I assume Folmyr is now Drained 1
"Blow them up! I can take it!" This constitutes consent
Reflex Save vs Tidal Hands: 1d20 + 9 ⇒ (14) + 9 = 23
* Strike Red w/bless: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27for: 2d12 + 4 + 6 ⇒ (8, 2) + 4 + 6 = 20
* Strike Red w/bless: 1d20 + 14 + 1 - 5 ⇒ (13) + 14 + 1 - 5 = 23for: 2d12 + 4 + 6 ⇒ (7, 2) + 4 + 6 = 19
* Strike Red w/bless: 1d20 + 14 + 1 - 10 ⇒ (10) + 14 + 1 - 10 = 15for: 2d12 + 4 + 6 ⇒ (1, 11) + 4 + 6 = 22

GM Valen |

I assume Folmyr is now Drained 1
Correct
"Blow them up! I can take it!"
Mist (red), Reflex: 1d20 + 14 ⇒ (1) + 14 = 15
Niiiiicccce!Some of the mist (red) is washed away!
The magical tide also strikes the ball of light, but it appears to have no effect.
Folmyr dodges the brunt of the watery assault. With two strokes of the sprite's blade, the mist (red) dissipates.
Folymr has one action remaining. Presumably will want to Fly toward another foe?
Persistent bleed to Folmyr: 1d6 + 2 ⇒ (3) + 2 = 5
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Two Cont'd!
PCs in bold may act
Party buff: bless
Mist (purple) -33 HP
Ball of Light (yellow)
Glenda -22 HP (drained 1)
Mist (red) +5 TP -74 HP
Folmyr -67 HP (drained 1; one action remaining; flat check v. persistent bleed)
Soguchi
Mist (blue) +5 TP -11 HP
Mist (green) -29 HP
Hepcut -6 HP (dueling cape'd; Fort save; persistent bleed)
Seoni -9 HP (persistent bleed)

GM Valen |

Yes, Folmyr will fly into the space of the Purple Mist
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Two Cont'd!
PCs in bold may act
Party buff: bless
Mist (purple) -33 HP
Ball of Light (yellow)
Glenda -22 HP (drained 1)
Folmyr -67 HP (drained 1;persistent bleed)
Soguchi
Mist (blue) +5 TP -11 HP
Mist (green) -29 HP
Hepcut -6 HP (dueling cape'd; Fort save; persistent bleed)
Seoni -9 HP (persistent bleed)

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No you can't
Sustain the bless
2 action 2nd rank heal on Hepcut
folmyr healing: 2d8 + 16 ⇒ (7, 4) + 16 = 27
After careful inspection my 10 burst dealing 2d4 damage- Yeah everyone can take that

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No you can't
Sustain the bless
2 action 2nd rank heal on
HepcutFolmyr[dice=folmyr healing]2d8+16
After careful inspection my 10 burst dealing 2d4 damage- Yeah everyone can take that
Obviously I mean Folmyr as target of healing

GM Valen |

One of the mists (blue) chooses from the nearest Pathfinders and strikes!
1 Soguchi, 2 Glenda: 1d2 ⇒ 1
Melee, misty tendril (agile, finesse) v Soguchi: 1d20 + 10 ⇒ (9) + 10 = 19
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 ⇒ (2, 2) = 4
Melee, misty tendril (agile, finesse) v Soguchi: 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 ⇒ (6, 1) = 7
Melee, misty tendril (agile, finesse) v Soguchi: 1d20 + 10 - 8 ⇒ (7) + 10 - 8 = 9
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 ⇒ (1, 1) = 2
Sensing blood, another (green) floats toward Hepcut with its misty claws!
Melee, misty tendril (agile, finesse) v Hepctu: 1d20 + 10 ⇒ (14) + 10 = 24
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 ⇒ (2, 4) = 6
Melee, misty tendril (agile, finesse) v Hepcut: 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 ⇒ (4, 4) = 8
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Two Cont'd!
PCs in bold may act
Party buff: bless
Mist (purple) -33 HP
Ball of Light (yellow)
Glenda -22 HP (drained 1)
Folmyr -40 HP (drained 1;persistent bleed)
Soguchi
Mist (blue) +5 TP -11 HP
Mist (green) -29 HP
Hepcut -12 HP (dueling cape'd; Fort save x2; persistent bleed)
Seoni -9 HP (persistent bleed)

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1st Fort Save: 1d20 + 11 ⇒ (14) + 11 = 25
2nd Fort Save: 1d20 + 11 ⇒ (20) + 11 = 31
Seeing how her fancy tricks aren't worth much, Hepcut get loose, stumbling even, and swings at purple.
Stumbling Strike vs purple: 1d20 + 14 ⇒ (17) + 14 = 31
Bludgeoning Damage: 2d8 + 4 ⇒ (3, 3) + 4 = 10
She then retreats a little to try to give her spellcasters room to work.
1. stumbling stance 2. strike 3. stride

GM Valen |

An amazing round for Hepcut!
The orc is unaffected by the mists' efforts to siphon blood.
Stumbling into and then through one of the mists (purple), the orc emerges as the mist fades.
Hepcut, persistent bleed: 1d6 ⇒ 4
Hepcut, Flat check: 1d20 ⇒ 13
Not perfect, but still a good round for Hepcut.
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Two Cont'd!
PCs in bold may act
Party buff: bless
Mist (purple) -48 HP
Ball of Light (yellow)
Glenda -22 HP (drained 1)
Folmyr -40 HP (drained 1;persistent bleed)
Soguchi
Mist (blue) +5 TP -11 HP
Mist (green) -29 HP
Hepcut -16 HP (persistent bleed)
Seoni -9 HP (persistent bleed)

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Don't mind me
Soguchi Don't mind getting caught up in a spell that damages lots of enemies

GM Valen |

Mist (green), Reflex: 1d20 + 12 ⇒ (3) + 12 = 15
The conjured flame proves quite effective against the mist, burning it off entirely.
Seoni, persistent bleed: 1d6 ⇒ 3
Seoni, Flat check: 1d20 ⇒ 16
Seoni bleeds some more before the injury clots.
The orb of light turns its skull-like face toward a nearby Pathfinder.
1 Hepcut, 2 Soguchi: 1d2 ⇒ 2
Orb (yellow), Intimidate to Demoralize Soguchi: 1d20 + 12 ⇒ (6) + 12 = 18
Unable to create fear through intimidation, the creature resorts to electric shock!
Fly
Melee Strike, shock (electricity, magical) v Soguchi: 1d20 + 17 ⇒ (13) + 17 = 30 Damage, electricity: 2d8 + 4 ⇒ (6, 6) + 4 = 16
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Three Begins!
PCs in bold may act
Party buff: bless
Ball of Light (yellow)
Glenda -22 HP (drained 1)
Folmyr -40 HP (drained 1; persistent bleed)
Soguchi -16 HP
Mist (blue) +5 TP -11 HP
Mist (green) -43 HP
Hepcut -16 HP (persistent bleed)
Seoni -12 HP

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Glenda takes a step back before hurling Fishy at the Blue Mist.
"You're icky..." she says.
+ Stride
++ K Blast K blast: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32Bldg: 1d8 + 4 ⇒ (7) + 4 = 11

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Folmyr flies into the Blue Mist. If Glenda dispersed the Blue Mist, then, Folmyr will fly into the Yellow Ball of Light
Strike w/bless: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26for: 2d12 + 4 + 6 ⇒ (11, 10) + 4 + 6 = 31
On a critical, the foe is Off Guard until my next turn
Strike w/bless: 1d20 + 14 + 1 - 5 ⇒ (6) + 14 + 1 - 5 = 16for: 2d12 + 4 + 6 ⇒ (10, 8) + 4 + 6 = 28

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Being Clumsy 1 I believe i was crit by the orb of light ac20
Spirits? what of the yellow skull?
Whispers of Weakness vs ball of light
Vulnerabilities and weakest save with +2 status bonus on my next attack against it (does not stack with bless)
Advancing to clumsy 2
Then if vulnerable to fire or spirit spell attack
spell attack: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Either
divine lance spirit damage: 4d4 ⇒ (4, 3, 3, 4) = 14
or
produce flame from flaming star*: 3d6 ⇒ (5, 5, 4) = 14
*notes on flaming star in discussion
Otherwise claw attack: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
slashing and d6 cold damage: 1d4 + 3 + 1d6 ⇒ (2) + 3 + (3) = 8
then cast shield
ac19 or 20 if I have cast shield

GM Valen |

With the kinetic blast, Glenda blew the mist (blue) away.
Folmyr finishes the foe!
That was a Fly & Strike. Finished the mist one first Strike, so I assume Folmyr will Fly to the orb.
The fey bleeds.
Persistent Bleed: 1d6 ⇒ 2
Flat check: 1d20 ⇒ 19
But only for a little bit more.
Soguchi is told by the spirits that this aberration has no weakness, but is more light than substance.
Weak save: Fort
The tengu attacks with a claw, but misses.
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Three Cont'd!
PCs in bold may act
Party buff: bless
Ball of Light (yellow)
Glenda -22 HP (drained 1)
Folmyr -42 HP (drained 1)
Soguchi -16 HP (shield'd)
Mist (blue) +5 TP -59 HP
Hepcut -16 HP (persistent bleed)
Seoni -12 HP

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"Owwie, I'm bleeding, can we please take a time-out?" Hepcut whines, as she wobbles to the ball of light, and punches.
Stumbling Strike, Bless: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Bludgeoning Damage: 2d8 + 4 ⇒ (8, 4) + 4 = 16
She then backs off.
1. stride 2. strike 3. stride

GM Valen |

The ball of light bobs out of the way of the punch.
Persistent Bleed: 1d6 ⇒ 2
Flat check: 1d20 ⇒ 8
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Three Cont'd!
PCs in bold may act
Party buff: bless
Ball of Light (yellow)
Glenda -22 HP (drained 1)
Folmyr -42 HP (drained 1)
Soguchi -16 HP (shield'd)
Hepcut -18 HP (persistent bleed)
Seoni -12 HP

GM Valen |

Seoni learns the hard way that the ball of light is immune to the magic of her spell!
Unable to make a meal of the nearest two Pathfinders, the ball of light flies off toward Seoni!
Fly (this would provoke if anyone within reach has Reactive Strike)
It attempts to instill fear in Seoni.
Ball of Light, Intimidation to Demoralize: 1d20 + 12 ⇒ (16) + 12 = 28
Seoni is frightened 1
Then it attacks with electricity of its own!
Melee, shock (electricity, magical): 1d20 + 17 ⇒ (20) + 17 = 37
Damage, electricity: 2d8 + 4 ⇒ (1, 3) + 4 = 8
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Three Cont'd!
PCs in bold may act
Party buff: bless
Ball of Light (yellow)
Glenda -22 HP (drained 1)
Folmyr -42 HP (drained 1)
Soguchi -16 HP (shield'd)
Hepcut -18 HP (persistent bleed)
Seoni -28 HP (frightened 1)

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Soguchi strides up to just short of the yellow ball and launces a heal at Hepcut
Stride
2 action rank 1 heal heal: 8 + 1d8 ⇒ 8 + (6) = 14
Down to 1 2nd level spell healers gloves and battle medicine for healing

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Hepcut runs forward and then tries to front hand-spring through the ball of light.
Tumble Through, Acrobatics vs Reflex DC: 1d20 + 14 ⇒ (18) + 14 = 32
Hopefully that's a success.
She then tries to punch the darn ball.
Stumbling Strike: 1d20 + 14 ⇒ (15) + 14 = 29
Bludgeoning Damage, Precise Strike: 2d8 + 4 + 3 ⇒ (1, 4) + 4 + 3 = 12
Bleed: 1d6 ⇒ 2
Flatcheck: 1d20 ⇒ 11

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When the ball of light moved, Folmyr would take its reaction to follow along using No Escape. Thus, Folmyr is still in the space of the ball of light.
◆ Strike w/bless: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18for: 2d12 + 4 + 6 ⇒ (10, 12) + 4 + 6 = 32
On a critical, the foe is Off Guard until my next turn
◆ Strike w/bless: 1d20 + 14 + 1 - 5 ⇒ (8) + 14 + 1 - 5 = 18for: 2d12 + 4 + 6 ⇒ (4, 5) + 4 + 6 = 19
On a critical, the foe is Off Guard until my next turn
◆ Strike w/bless: 1d20 + 14 + 1 - 10 ⇒ (9) + 14 + 1 - 10 = 14for: 2d12 + 4 + 6 ⇒ (12, 4) + 4 + 6 = 26
On a critical, the foe is Off Guard until my next turn

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Glenda runs towards the ball and hurls Fishy at the orb.
"You're a nasty one!" she says.
+ Stride
++ K Blast Orb K Blast: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24 Cold dmg: 1d8 + 4 ⇒ (8) + 4 = 12

GM Valen |

With Soguchi stitches the orc's wounds, Hepcut successfully tumbles into position and lands a blow on the orb.
Folymr follows the flickering foe, but the fey falters thrice.
Glenda's fish fails.
Seoni heals.
Having been unable to generate sufficient fear from among the Pathfinders, the aberration resorts to shock.
Melee, shock (electricity, magical) v Folmyr: 1d20 + 17 ⇒ (10) + 17 = 27
Damage, electricity: 2d8 + 4 ⇒ (2, 7) + 4 = 13
Melee, shock (electricity, magical) v Folmyr: 1d20 + 17 - 5 ⇒ (13) + 17 - 5 = 25
Damage, electricity: 2d8 + 4 ⇒ (6, 5) + 4 = 15
Melee, shock (electricity, magical) v Folmyr: 1d20 + 17 - 10 ⇒ (12) + 17 - 10 = 19
Damage, electricity: 2d8 + 4 ⇒ (7, 1) + 4 = 12
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Three Cont'd!
PCs in bold may act
Party buff: bless
Ball of Light (yellow) -12 HP
Glenda -22 HP (drained 1)
Folmyr -70 HP (drained 1)
Soguchi -16 HP
Hepcut -6 HP (persistent bleed)
Seoni -16 HP

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◆ Strike w/bless: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26for: 2d12 + 4 + 6 ⇒ (3, 10) + 4 + 6 = 23
On a critical, the foe is Off Guard until my next turn
◆ Strike w/bless: 1d20 + 14 + 1 - 5 ⇒ (6) + 14 + 1 - 5 = 16for: 2d12 + 4 + 6 ⇒ (12, 10) + 4 + 6 = 32
◆ Strike w/bless: 1d20 + 14 + 1 - 10 ⇒ (5) + 14 + 1 - 10 = 10for: 2d12 + 4 + 6 ⇒ (5, 7) + 4 + 6 = 22

GM Valen |

Folmyr swings and swings and swings, but contact with the orb remains elusive.
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Three Cont'd!
PCs in bold may act
Party buff: bless
Ball of Light (yellow) -12 HP
Glenda -22 HP (drained 1)
Folmyr -70 HP (drained 1)
Soguchi -16 HP
Hepcut -6 HP (persistent bleed)
Seoni -16 HP

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Hepcut throws her dueling cape around, trying to throw off the ball of light, which seems to have some sort of intelligence.
Feint vs Perception DC, Circumstance Bonus from Stumbling Strike: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Without much of an opening, Hepcut attempts to throw the people's elbow.
Stumbling Strike, Bless, Confident Finisher: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
Stumbling Strike, Confident Finisher: 2d8 + 4 + 3d6 ⇒ (6, 3) + 4 + (3, 4, 1) = 21 I'll deal half the 3d6 if that is a failure.
1. Raise Dueling Cape, 2. Feint 3. Confident Finisher

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"This thing is tough!" Glenda says.
+ Stride
++ K Blast K blast: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 Cold damage: 1d8 + 4 ⇒ (7) + 4 = 11
K Blast K blast hero point: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21

GM Valen |

Contact with the orb continues to remain elusive.
Hepcut, bleed damage: 1d6 ⇒ 4
Hepcut, Flat check: 1d20 ⇒ 14
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Three Cont'd!
PCs in bold may act
Party buff: bless
Ball of Light (yellow) -12 HP
Glenda -22 HP (drained 1)
Folmyr -70 HP (drained 1)
Soguchi -16 HP
Hepcut -10 HP (persistent bleed)
Seoni -16 HP

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Soguchi uses his last rank 2 spell on Folmyr
heal: 16 + 2d8 ⇒ 16 + (2, 8) = 26
before stepping into the flank with Hepcut
2 action heal stride

GM Valen |

Soguchi heals Folymyr.
BOTTING Seoni - No post in 48+ hours
Seoni tries to box in the orb.
Step
And readies to help distract the glowing foe when Folmyr next attacks.
Ready Action to Aid on Folmyr's first strike
With a fey in its face, the flying foe tries to fry Folmyr.
Melee, shock (electricity, magical) v Folmyr: 1d20 + 17 ⇒ (10) + 17 = 27
Damage, electricity: 2d8 + 4 ⇒ (4, 1) + 4 = 9
Melee, shock (electricity, magical) v Folmyr: 1d20 + 17 - 5 ⇒ (18) + 17 - 5 = 30
Damage, electricity: 2d8 + 4 ⇒ (4, 4) + 4 = 12
Melee, shock (electricity, magical) v Folmyr: 1d20 + 17 - 10 ⇒ (9) + 17 - 10 = 16
Damage, electricity: 2d8 + 4 ⇒ (3, 4) + 4 = 11
Reaction (Aid)
Seoni, Strike to Aid Folmyr: 1d20 + 8 ⇒ (3) + 8 = 11
No luck
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Four Begins!
PCs in bold may act
Party buff: bless
Ball of Light (yellow) -12 HP
Glenda -22 HP (drained 1)
Folmyr - 65 HP (drained 1)
Soguchi -16 HP
Hepcut -10 HP (persistent bleed)
Seoni -16 HP

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Soguchi unlkeashes his focus spell at the ball
Casts ancestral touch Emotion fear mental)
mental damage: 4d4 ⇒ (4, 2, 2, 2) = 10
dc21 will basic save with frightened 1 on fail frightened 2 on crit fail
Soguchi Slashes at the ball with his claws
slash: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
slashing plus d6 cold: 1d4 + 3 + 1d6 ⇒ (4) + 3 + (3) = 10
Then applies his daily healing from his gloves to Folmyr
healing: 2d6 + 7 ⇒ (2, 4) + 7 = 13

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"You've overstayed your welcome, orb!" Glenda says to the ball.
++ K Blast K blast: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27Bldg dmg: 1d8 + 4 ⇒ (3) + 4 = 7
+ K Blast K blast: 1d20 + 11 + 1 - 5 ⇒ (18) + 11 + 1 - 5 = 25Bldg dmg: 1d8 ⇒ 2

GM Valen |

Soguchi finds that his spell has no effect on the orb. Likewise, his claws fail to connect. Folmyr heals.
Glenda manages to blast the orb once.
Found the AC!
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Four Cont'd!
PCs in bold may act
Party buff: bless
Ball of Light (yellow) -19 HP
Glenda -22 HP (drained 1)
Folmyr - 52 HP (drained 1)
Soguchi -16 HP
Hepcut -10 HP (persistent bleed)
Seoni -16 HP

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◆ Strike w/bless: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35for: 2d12 + 4 + 6 ⇒ (9, 10) + 4 + 6 = 29
On a critical, the foe is Off Guard until my next turn
◆ Strike w/bless: 1d20 + 14 + 1 - 5 ⇒ (3) + 14 + 1 - 5 = 13for: 2d12 + 4 + 6 ⇒ (5, 9) + 4 + 6 = 24
◆ Strike w/bless: 1d20 + 14 + 1 - 10 ⇒ (6) + 14 + 1 - 10 = 11for: 2d12 + 4 + 6 ⇒ (6, 1) + 4 + 6 = 17

GM Valen |

On a critical, the foe is Off Guard until my next turn.
That is a critical. However, the foe is not only Off Guard.
With Folmyr's first strike, the floating orb is cleft in twain!
COMBAT OVER
Upon seeing the Pathfinders vanquish the evil creatures, Evgeni and Ottos surrender. Evgeni begins to tear up. "It's true! It's true! I took the Maid. But, I wasn't trying to hurt anyone. I just bring wanted to bring it back to Lepidstadt for further study."
While Evgeni's tears begin to flow after the battle, the bloody tears from the Maid have stopped although bloodstains still mark the bog body’s skin and hair.
This table has been reported as I am required to do today. Mechanically, we have completed all of the encounters. However, the party is free to ask questions of Evgeni and Otts.
Also, feel free to post any purchases, Downtime, etc. that you want on the chronicle sheet. I plan to publish the chronicle sheets in about 48 hours.

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"That was a tough one. Well, that calls for a feast. Let's see what Fishy has.." she says, as Fishy spits out some melons.
"Ah melons! That should refresh folks!"
She says to Evgeni. "Well, you really created quite a bit of trouble. I hope you learned your lesson!" she says.

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Bleed Damage: 1d6 ⇒ 5 (-15)
flatcheck: 1d20 ⇒ 10
Bleed Damage: 1d6 ⇒ 4 (-19)
flatcheck: 1d20 ⇒ 5
Bleed Damage: 1d6 ⇒ 1 (-20)
flatcheck: 1d20 ⇒ 17
Hepcut bleeds a little more, but she doesn't die or even fall unconscious.
"What the nine hells is going on with the Maid?" she says, prone of the ground, holding her side, to the people they just saved.

GM Valen |

"What the nine hells is going on with the Maid?" she says, prone of the ground, holding her side, to the people they just saved.
"I don't know!" Evgeni replies excitedly. "But, it is certainly worth studying! Did we witness the release of some latent necromantic energies? Or, has the Maid been subjected to some external source of void energy? Perhaps, it is connected with the release of the Whispering Tyrant!"
"This is why it was so important for me to take the Maid! So, it could be subjected to the rigor of proper study. Not just relegated to some sort of tourist attraction." The young scholar continues. "The quest for knowledge is more important than the lives of individuals or communities—even my own family."
With the Pathfinders having recovered the Maid, you're are free to return to the village victorious.
Assuming you do, with the Maid in tow...
Tarsolu family is ecstatic to see the Maid of Anactoria returned home but gutted by the betrayal of their son. They turn their backs on Evgeni once his guilt is known, and do not speak to him or acknowledge his existence. The town militia takes Evgeni and Ottos into custody until they can be transported to Caliphas for trial.
Your success elevates the reputation of the Pathfinder Society in Anactoria and throughout southern Ustalav. The villagers offer you all, as members of the Society, a room in town any time you wish it, and also allow you exclusive access to the nearby bogs to look for more bog bodies, if it interests you-though they do not expect any such discoveries to be as unique as the treasured Maid of Anactoria.
Before you depart Anactoria, the Tarsolu family gifts you the perdant staff that their family discovered near the Maid’s body in the bog long ago.
Once in Caliphas, you are able report to Dr. Trice. He is impressed with
your work and grateful that you helped solidify the Society’s reputation in Ustalav, though he still feels the Maid is a hoax concocted to
fool the credulous.
Reporting Notes
If the PCs rescued all three Aspis agents, check box A. If they befriended Rusylflick, check box B.
Both boxes checked.
Primary Objectives
The PCs fulfill their primary objective if they recover the Maid and return it to the town. Doing so earns each PC 2 Reputation with their chosen faction.
Secondary Objectives
The PCs fulfill their secondary objective if they accomplish at least three of the following tasks, each of which serves to strengthen the Society’s reputation in the region: calm the crowd when they arrive in Anactoria without threatening them; rescue the Aspis agents before they are killed; provide some assistance to the Aspis agents in the form of escort, healing, or supplies; and befriend the grig Rusylflick. Doing so earns each PC 2 additional Reputation with their chosen faction.
PCs each earn 4 Reputation with their chosen faction.