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Fortitude: 1d20 + 6 ⇒ (8) + 6 = 14
"By all that is this storm shall not over power me!"

miteke |

You all work together (3 successes, barely), the weaker members helping the less fortunate along and you come to a tent. In it is a dwarven woman with deep brown skin and long braids of hair decorated with horn beads. The poor woman is currently choking violently amid the storm and her face looks a few shades redder than the rest of her body, which, considering the clothing and armor, is limited to her hands.
Phase 4) Help Me!
Of course a heal check will help, but there is only room for three of you to work on her. Healing of some sort may help, but be aware that most magical healing is religious in nature and not fondly looked upon by just about everyone in the area. She may be one of those sorts that would rather die than have you offend her religion of anti-religion. Then again she may be a closet god worshipper. Of course she is not talking right now and in no condition to complain.
If you rolled an 18 or better open this spoiler

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Knowledge (local): 1d20 + 7 ⇒ (5) + 7 = 12
Turel stays towards the back of the party, not wanting to take up space that the healers are going to need. He whispers to his teammates
She seems to be a member of the Pure Legion, by the symbols on her armor. Use earthly means of healing, avoid the divine.

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Omero grumbles to himself as he takes in the situation. I knew I should have taken first aid training when they offered it but I though I would never be a a spot were it was needed.

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Knowledge Local: 1d20 + 7 ⇒ (9) + 7 = 16

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Snorri grumbles as he heals the woman.
Medicine: 1d20 + 8 ⇒ (18) + 8 = 26

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As he finishes treating the woman, he gives a loud laugh. "If only the air were as pure as your legion, friend. I hope you can breathe more easily now."

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Turel still believes that he will just be getting in the way. BUT, he stands by and offers help just in case an expert needs it.

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Snorri grunts. "Looks like there is more to be done." He tries again to treat her.
Medicine: 1d20 + 10 ⇒ (9) + 10 = 19

miteke |

You succedssfully clear her breathing and provide her with a filter. With one last cough she starts to relax, eying Snorri thankfully.
"Thanks, I am Kazima Rufah."
Kazima wears a suit of vented plate mail tinged blue and embossed with the sigil of Rahadoum—an ornamental shield inscribed with the Laws of Man, bearing two hands with the palms facing out—over a red tunic and bronze-hued pantaloons. You bring her to your shelter, a much better 'facility' designed for this kind of weather. The crisis over, she seems well composed after a near death experience. Philosopical too...
"“To help a stranger in a world where no greater reward can be guaranteed is a noble, dying thing.”
You can't help thinking she would make a good field agent for the PFS :)
Please tell me about any holy symbols or wands or such that might present a problem. Omero, you are a paladin. Is your symbol of faith embossed on any of your equipment?

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Omero does not openly wear his holy symbol of Iomedae. He keeps a wooden holy symbol tucked in his belt pouch. He has a wand and potion of cure light wounds in his backpack along with a holy text.

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Eegru isn’t overly religious and has no holy symbols on his person. He sits in shame in the corner at his lack of success in helping heal the lady. My tongue wasn’t supposed to go there …

miteke |

OK, no religious paraphernalia other than ones hidden in backpacks or under shirts.
Do you ask her any questions or initiate a conversation of any sort, or do you just make her comfortable and send her on her way? If the veiled hint was not enough, there is no boxed test full of information to dump on you, but she does have information you could get at.

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"Cooperation is important. There are forces in this world that would end our lives given an opportunity, and those which seek to preserve us. I am just happy that we were able to help you when you needed us. You look like the type of person who would do the same for others. Am I right?"

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"Stories, I am sure we have some but those are for telling around a fire after the day's work is done."
Omero keeps an even face as he asks a few questions. "You appear to be a member of the Pure Legion by the icons on your armor. Perhaps you might be able to tell us about any further hazards ahead. What can you tell us of Manaket? I prefer to be forewarned of any danger our caravan might face."

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Please tell me about any holy symbols or wands or such that might present a problem. Omero, you are a paladin. Is your symbol of faith embossed on any of your equipment?
Turel does not outwardly present religious effects, and truth be told it does not occupy a significant portion of his thoughts.
Indeed, we are not caravan guards. We are on business to Manaket.
He does not elaborate on this.
Most of us have been on many missions around the world.
He does not specifically state that this is because they are Pathfinders.

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"Helping strangers is indeed a noble thing. This ain't a normal caravan, though we are on our way to Manaket. Were you travelling because of your duties to Pure legion in this storm-ravaged desert?"

miteke |

"We keep things pretty peaceful back in the city. Manaket, you say? So you just came from Azir? I do not know much about Manaket."
Manaket was the location of the PFS lodge. You are headed towards Azir.
"I was out here checking out the disappearance of a miller in the area. Strange circumstances; I found her family torn to pieces in their home. The only clue I found was a small statue of a judge's gavel made of gold. I have a suspicious mind, comes with my job, and suspect it might have something to do with the massacre."

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"I'm sorry I mixed up, must be because my friend mentioned Manaket. We meant Azir of course." she winks at Turel "Can we see that gavel you mentioned? Some of us may have a clue about it."

miteke |

Gingerly, Kazima pulls the gavel gingerly out of her backpack, wrapped in a black cloth, opining that “Only something connected to a god could seem so harmless yet be so evil.” Being very careful not to touch the 'damned' thing, she unwraps it.
"There have been several other disappearances around Azir, and in each case a statue similar to this one, though each of a different shape, have been found. Coincidence? I think not. Though this one was particularly grizzly."
She steps back, inviting you with a wave to examine it if you wish. She observes you carefully, as if you were some kind of lab rats.

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Snorri looks closely at the gavel.
Is there an appropriate knowledge check?

miteke |

Anyone manipulating it any way or checking it magically?

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Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Snorri will look, but not touch.

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"What strange stonework," Snorri comments. "Whatever this is, it's only powdered in gold. Look, it's leaving gold dust on the cloth." He looks thoughtful, then turns to Kazima.
"You said that the body of the victim was torn apart. Somebody may have used this to poison or afflict him and then destroy the bodies to cover their crimes." He turns to the other Pathfinders. "We have a proper mystery on our hands!"

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"We keep things pretty peaceful back in the city. Manaket, you say? So you just came from Azir? I do not know much about Manaket."
Manaket was the location of the PFS lodge. You are headed towards Azir.
Whoops :D
Apologies, did I say Manaket? I meant Azir. I'm still learning these lands.
Turel leans in to inspect the gavel, though he's not confident he'll know much about it.
DC12 Appraise (untrained): 1d20 + 3 ⇒ (2) + 3 = 5
He shrugs and backs up to give others a closer look. Snorri certainly seems to be making more of it.
Gold dust...?

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Omero stands by keeping an eye out for trouble as he listens to the others talk about the gold dusted gavel.

miteke |

After the hands-off examination is done, the dwarf rewraps the evidence and tucks it away back in her backpack. She begs leave to travel with the caravan to Azir and the caravan master 'graciously' allows her. I know I would if I were entering the city.
The PCs arrive outside Azir before dusk on the sixth night of travel. The city’s sandstone curtain wall forces the PCs to seek entrance at one of the massive gates, whose arch bears the brass symbol of Rahadoum: a set of open hands, palms out, over an ornamental shield inscribed with the Laws of Man. The gate has a staff of six guards as well as two Pure Legion soldiers dressed in blue steel armor over white garments, and they collectively question everyone entering Azir. The Pure Legion is vigilant and the rate at which travelers can enter the city is pretty slow. By the time the PCs arrive, there’s still a line of several trade convoys and several dozen travelers, many of whom are tired from spending several hours standing in the sun and quietly complain about how much time inspections are taking. You hear some of them muttering because the Pure Legion is cracking down on some widespread religious disturbance in the city and have been especially vigilant for more than a week.
On the other hand, you have a friend in the Legion and she offers to escort you to the front of the line, though she does not mention anything about not being searched like everyone else. From the looks of things, stashing your religious paraphernalia under your shirt or in a backpack is not going to do much good. You are going to have to find a better hiding place or relinquish them to the guards.
If you wish to hide something make a DC 15 Dexterity or Sleight of Hand check per item for small objects like holy symbols, wands, or books, DC 11 for very small objects like coins or rings.

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Looking at my gear, I think I have healing potions, but not a wand or anything.

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Turel knows he has nothing to hide, but he suspects some teammates might. He doesn't want to rouse suspicion in the old dwarf, so he quietly, discretely offers to his teammates to let him smuggle in something if they need him to.
Sleight of Hand +8 if so

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A look of concern Flashes over Omero's face before being replaced by a scowl as he steps next to Tural. Omero leans in close and whispers. "Do what you can with these." He passes his holy symbol and wand over.
Dexterity DDC 15: 1d20 + 1 ⇒ (11) + 1 = 12
Omero attempts to conceal his holy text in his backpack but does a poor job of it.

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Navatsiyk doesn't have anything to hide. She had dismissed the eidolon back to home plane before approaching city gates. "Omero, I can hide your wand." she whispers and snatches the wand from his hand.
dex check: 1d20 + 3 ⇒ (14) + 3 = 17

miteke |

Nice. Seeing Omero do a sloppy job, she finds a more unsearchable location under her clothes.
I was going to search your character sheets and find if you are holding out on anything :) If you have not specifically made allowances then they might find stuff. Remember that kits sometimes have symbols and stuff. Unfortunately some of your sheet show NO equipment which makes this difficult. So what I am going to do is if you manifest an item that was not accounted for in the future, I will rule that it was taken by the guards and assign you a black mark at that time.
I have decided that things like holy water and potions of healing are 'on the fence' and you can talk your way past with a DC 15 diplomacy roll by convincing the guards that they were created by an alchemist and not a holy man.

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Turel nods back at Omera. Before the paladin has even pulled his hands back, the items seem to disappear under Turel's palms. After a swift motion they are gone, somewhere amongst his person in a subtle fold of his cloak. Certainly not in an obvious pocket, inside or outside.
Sleight of hand: 1d20 + 8 ⇒ (15) + 8 = 23

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My modifier isn't high enough to justify just hiding one. Anybody willing to roll a back-up Diplomacy if I whiff this?
"Had I known that potions were a problem, I would have brought a receipt. These were brewed by a fellow named Aliver Podiker in Sandpoint. He is an alchemist, not a religious practitioner. These potions are free of otherworldly influence."
Diplomacy: 1d20 ⇒ 15

miteke |

After you sort out the items you want to hide and before you are moved to the front of the line, another complication arises.
1d5 ⇒ 1
perception (Eagru): 1d20 + 3 ⇒ (19) + 3 = 22
perception (Navatsiyk): 1d20 + 0 ⇒ (10) + 0 = 10
perception (Navatsiyk's eidolan): 1d20 + 5 ⇒ (3) + 5 = 8
perception (Omero): 1d20 + 1 ⇒ (7) + 1 = 8
perception (Snorri): 1d20 + 2 ⇒ (5) + 2 = 7
perception (Turel): 1d20 + 6 ⇒ (14) + 6 = 20
Of all the nerve! Eagru notices that a halfling slips a small wrapped object into Eagru's backpack and is trying to slip away. Turel also notices, having a better angle than the rest of you.
Eagru and Turel may react quickly but the rest of you are temporarily oblivious. Kazima is off talking to the guards so you can move up (which provided the opportunity to deal with hiding your forbidden items).