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Turel clears his throat, and looks at his teammates, subtly tapping his own pack suggestively.
Then Eegru yells it out, and the elf decides that maybe it's okay since Kazima has moved aware from the team.
Just a moment, all of you. Eegru is right. Check your packs again just in case.
He quickly takes stock of his own pack and all of the folds of his cloak that he's proficient in navigating with his dexterity.

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Snorri takes a moment to look at the reverse-pickpocket, studying his actions, then sets his pack down by a guard, keeping his weapons. He does not want to go through inspection again.
"Pardon me, it seems we have a criminal on our hands. Could be a distraction to let smugglers through. I will go handle this."
Snorri then takes off after the criminal.
Perception: 1d20 + 10 ⇒ (14) + 10 = 24 to spot him. Failing that,
Survival: 1d20 + 8 ⇒ (19) + 8 = 27 to track him.

miteke |

Actually, he is not hard to catch. Besides having stubby little legs (and no feat to compensate), he is also very sick. As Snorri grabs him any of you that join the pursuit notice flaking golden skin beneath his concealing clothes.
Having been caught, he whines, crying as he does so, gasping in a quavering voice “She made me do it, said it was the only way,” and “I don’t deserve this—I only needed a little money, but then I got sick. I'm sooo sick.”
The tears turn golden and he starts convulsing and coughing up molten gold, splattering Snorri. Before you know it, the halfling convulses one last time and collapses, his eyes filmed with gold and his face covered with the cursed golden stuff.
@Snorri, please give me a DC 16 Fort save.

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Turel's expression falls and he stifles a sigh, which probably wouldn't sound too sympathetic if let out.
If our guy caught whatever that is, they'll never let us through the gate!
He stays back at a safe distance, pulling his cloak ever tighter.
Snorri, are you okay? Maybe it's contagious. Slowly back away from the... pickpocket. The healers and surgeons can figure out what to make of this affliction.
Heal (untrained): 1d20 ⇒ 14

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Omero looks at the situation and grimaces. "This is strange. He plants contraband, runs, gets caught, claims illness while flaking gold, and dies. Who do you think he meant when he said she?"
Untrained Heal: 1d20 - 2 ⇒ (8) - 2 = 6

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Navatsiyk's expression is mixed with curiousity and horror as she watches halflings last moments. "Some greedy people would milk his tears and sell them for profit. Probably smart to keep away until we find whether its contagious."

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Fortitude: 1d20 + 6 ⇒ (18) + 6 = 24
Heal: 1d20 + 8 ⇒ (15) + 8 = 23

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"Let's get indoors. We need a-" Snorri's eye widen in horror at a sudden realization. He looks at the body, then at his friends.
"Who has a blanket, a bedroll, something? We need to bring this body to Kazima, now!"
Once the group has something to wrap the body in, he explains. "The disease this man died of looks a lot like ghoul fever. We could be looking at an outbreak of an undead-spawning disease in a region with no holy spellcasters. They need to be warned!"

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Turel fidgets nervously when Snorri gives it a name (ghoul fever...), and then moreso when he suggests the party take the body.
Um... maybe we can bring Kazima here?
What does gold retch have to do with the shattered shard?!
I'll (the player) go along with it just fine, this is just the self-serving/preserving rogue being nervous :)

miteke |

Kazima returns to you after talking with the guards to find the mess that was a halfling.
With a sigh, he says, "Indeed. I will need to have this taken care of. Please do not mention this to people or we may have a full scale panic on our hands. We can keep this thing under control and hunt for the source if panic is avoided." she does not seem shocked, as if she has encountered this before, though Snorri does fill in with some useful information she was unaware of.
"Come with me." Before going she waves some guards forward and gives them instructions for dealing with the body. Something about a furnace.
The guards are respectful and orderly during the search, though their questioning is thorough and methodical. The guards interrogate the PCs as a group, first asking them to state the purpose for their visit and then asking that they declare any divine paraphernalia or illegal articles of worship for immediate confiscation. The guards describe, in detail, that such items include holy symbols, religious texts, divine artifacts, or even religiously suggestive tattoos or birthmarks. Any such items the PCs declare are taken and placed in a nearby chest.
Kazima thanks the PCs again for their assistance on the road and in dealing with the disease before departing to report to her colleagues.
You realize that after the storms slowed you, you are now left with just tonight to find Torvad, acquire his bidder’s banner, and make your way to the Sacred Cobra for the auction taking place the next morning. To represent this you can perform actions like attempting to gather information in phases. Each attempt is a phase that takes 90 minutes of effort. You do not necessarily have to do everything together.

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Once through the gate, Turel exhales.
Okay, now to find Torvad! You there! he flags down a random citizen...
Gather information (Diplomacy): 1d20 + 5 ⇒ (18) + 5 = 23

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Nava helps Turel asking locals about Torvad.
Diplomacy aid: 1d20 + 4 ⇒ (15) + 4 = 19

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Snorri looks around, not sure which direction to search.
Diplomacy: 1d20 ⇒ 3

miteke |

It's been over 24 hours for Omero Tegus so...
diplomacy: 1d20 + 1 ⇒ (8) + 1 = 9 to gather information on the Sacred Cobra to no avail.
Meeting up again, you share your information and figure out that:
1) Torvad has an upstairs room in a tavern called the Efreeti’s Flame. The owner and keeper of the Flame hasn’t heard from him in weeks, but Torvad instructed the innkeeper to send any couriers bearing letters during this week to the Mendalari Estate in the Artisan’s Souk.
2) Torvad has been seen coming and going from a manor in the Artisan’s Souk that belongs to Inusi Mendalari, a prominent architect in the region. It’s rumored Torvad has been appraising a large collection of artifacts for her, but no one knows exactly what he’s been examining.
3) Torvad has grown exaggeratingly paranoid in the last few weeks, and several individuals report his claims that a strange creature with golden skin is stalking him. While no one has taken him seriously, he’s been walking the streets of Azir more heavily armed than usual.
4) The Pure Legion has been investigating Torvad for some time, believing that he is part of an illegal criminal ring smuggling divine artifacts in and out of the city. In a pinch, turning Torvad over to the Pure Legion for questioning might help garner favor with the local garrison.
You gained no information on the Sacred Cobra.
Note: you could also investigate what is going on with the statues and disease.

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What skill is the statue/disease research?

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We should soon, Eegru! But do you think we could ask around about the disease for just a bit beforehand? That didn't look good and I'd like to know what we might be dealing with.
Gather information (Diplomacy): 1d20 + 5 ⇒ (10) + 5 = 15

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"I would recommend that we check the room Torvad has at Efreeti’s Flame. It is possible that he left some evidence of what is going on there. As a bonus we know that he is not currently staying there so we should have an easier time gaining entry."

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"Efreeti’s Flame is my choice for first stop. We should find why he hasn't visited his room for so long and if there is any evidence regarding his artifact smuggling."

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"If you have the tongue to convince locals to speak to you, Turel, I am for it. I doubt I could get them to speak to me."
No real bonus in either skill, so I don't think Snorri would waste time rolling.

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If at least one more party member would like to also make a research roll then let's do it. Otherwise we can head to the estate.

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Omero looks at his fellow Pathfinders and hearing no decision being made decides to provide one. "Turel and Navatsiyk look into disease. The rest of us will scout out the estate. Meet us there once you have competed the research."

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Navatsiyk sets out to find out as much as she can about the disease, which isn't even a start.
Diplomacy: 1d20 + 4 ⇒ (2) + 4 = 6

miteke |

You head to the Mendalari to see if you can find Torvad. The compound has 10-foot-high adobe walls studded with geometric mosaic designs, and the tightly closed double door to the gatehouse is made of red-stained wood. When you approach you are not greeted an no amount of knocking or calling provokes a response. The door seems secured from the inside.
Place your icons on the path to the estate on this slide.

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Sorry. Board must have eaten my post. If someone would please place my token anywhere on the map, it would be appreciated. Thank a bunch!
Eegru walks around looking at the compound. ”Eegru think he can climb that fence,” he whispers to the others. Want me to try?”[/b]

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"Yay, go give it a try before we get company." the sylph nods looking over her shoulder expecting guards

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Snorri nods.

miteke |

DC 20. Do you have a climbing kit or anything that would help. Maybe someone could give you a boost up (aid)?
But I have to ask, did you trade away your Natural Climber trait? Because that would automatically succeed. Toxic Skin replaces Swamp Stride and Camouflage traits, but I do not see anything on your character sheet that would replace the Natural Climber trait.

miteke |

up and over goes our sticky footed little friend. It looks like someone broke off the key in the keyhole to lock on the door. The lock looks like it could be dislodged with a strength or disable device roll.
to the south Eegru sees a partially open door into the stables.

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Perception 1d20 + 7 ⇒ (10) + 7 = 17
The grippli saw the blood trail leading to the stables. ”Bad things happening,” he calls out to the others. He throws a kick into the door, trying to force it open.
Strength 1d20 + 1 ⇒ (7) + 1 = 8
”Can anyone help from your side?”

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Hearing Ewgru, Onero throws himself shoulder first at the gate hoping to bust through.
Strength Check: 1d20 + 4 ⇒ (13) + 4 = 17

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Looking around at the group, Turel expects he needs to go work on the door with the stuck key.
Shouldn't be too hard to un-jam... he mutters to himself as he begins to finesse the parts.
Disable Device: 1d20 + 10 ⇒ (13) + 10 = 23

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Navatsiyk steps into the pavilion and after briefly looking around decides to summon a rat white star, which she sends scurrying to left.
Rat perception: 1d20 + 4 ⇒ (19) + 4 = 23

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Snorri follows. "Get ready to get behind me if things go wrong."

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Turel skulks quietly behind Omero. He draws one dagger but palms it blade-up against his arm.
We should be ready for lingering trouble in the stables.
Stealth: 1d20 + 8 ⇒ (16) + 8 = 24

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Just to confirm, you splitting up? Navatsiyk goes to the pavilion while Eegru, Omero, and Snorri go to the stables?
I could be wrong, but I think Navatsiyk had said something about going one way before the blood trail was made known to all of us. The rest chose the stables because of the trail.

miteke |

That is true. She has not responded to Eegru's announcement or the course of the rest of you. Put's me in an awkward position where I either process her direction as written or make a logical assumption that she reverses direction. If the door to the stables blows up and does damage to all of you she would be justified in claiming that she never said she was going there.

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Ok, I didn't react to the blood trail. She is still at the gate waiting if anything else is found. Instead following I summoned a dire rat and sent it to other direction.