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At the briefing, our striking Rainkin Dromaar looks befitting in his current-mode fashion Taldane masculine suit, handsome and ample tusks meticulously cleaned and possessed of sheer ivory lustre, long knotted neatly-bound hair adding an almost feminine excitement to the otherwise 'business as usual' air of subtle menace that only men who present themselves as wealthy, knowledgable and competent can project.
Beside him, another orc, dressed as if she had just stepped out of a workshop, neat too, but sporting more comfortably practical wear, of equal height, but without the presence of commanding attention with any speck of ostentation, stands beside him, a bo-staff with soft purple runes affixed to her back.
She asks him "Joli, do you think we will need the carriage?"
He raises one eyebrow while scanning the room...

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A Dwarf sized suit of full plate marches into the room, heavily armed with an array of one handed hammers and a thick steel shield across his back. A dwarf black beard puffs out and around his helmet. "Morning. Kernal Klank reporting for duty." He offers up a strong handshake to the pair.

The Hireling |

Kernel Klank’s firm handshake is reciprocated jubilantly.
To her boss ”I dunno, Joli. Depends on how far we are traveling” to the dwarf ”The pleasure is mine, Mr Klank. We will do our best to keep up with you. My friend here always sees the best in people to a fault. Good to have another set of eyes on everything” she visually inspects his armor while she chats.

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"Eyes are up here." Klank lifts the woman's gaze with a hand wave, the slightest smile parts his beard-hidden lips.

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Klanks ears perk up, the sounds of impending excitement making their way through all the beard hair "Hear that? Sounds like an adventure coming our way."

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"An adventure? How quaint."
Mrs. Perkins sits in the corner, idly sewing a new spell onto her mathematical quilt, which sighs impatiently, occasionally flinching when Mrs. Perkins threads a needle through a sensitive spot.
"Very well, then. Let's get this over with."
She puts the quilt away, and greets Joli in Common, and Kernal Klank in Dwarven.

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A rather bedraggled and ancient looking elf belatedly enters. "Greetings, fellow pathfinders, so sorry to be late - I was investigating this and that and before I knew it, well, there I was, or here I wasn't, I suppose I should say... But never mind those ramblings, where are my manners, surely I should not shame my forebears by losing all sense of the finer points of etiquette - I am Evindal Mog, disciple of the great Mogmurch, or the Mogmurchs I suppose I should say, for such geniuses do not live long, sad to say, while I myself, very far from a genius I assure you, have lived a very long time, and was fortunate enough to apprentice at the feet of many Mogmurchs." Evindal sighs, as if remembering happier times. "Alas, eventually the goblins enlisted me in a life of crime, where I learned all manner of unsavory tricks, and after my umpteenth arrest I persuaded the magistrate to let me try my hand at the other side of the law - who better to investigate the criminals, eh? - and hence I find myself er how shall I put it - enrolled - in the Pathfinder Society in hopes of ahem repaying my debts to society..."
Evindal is an ancient elf bomber alchemist with the investigator dedication.

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"Hiya, Pathfinders! Shayla Quickfingers!" comes a cheery voice. Shayla is about 5' tall, blond hair and a perpetual cheeky grin.
For reference, think Imoen from Baldur's Gate
Hearing Potipher greet Klank in Dwarven, Shayla turns and greets Evindal in Elven, though her accent is pretty bad...

GM chadius |

At the looming foot of Droskar’s Crag, a dormant volcano, the Pathfinder Society’s base camp bustles with activity. Wagons arrive with new goods as merchants set up shop. A steady stream of Pathfinders trickles into the camp, and joyful greetings fill the air, together with whispered rumors about the mission ahead. Venture-Captain Luna Aldred has called everyone here for a major expedition, and if the rumors are to be believed, the secret road to a legendary lost city awaits!
One group of Pathfinders assemble closely and begin introducing themselves.
If your character has played Pathfinder Society Scenario #2-19:
Enter the Pallid Peak or Pathfinder Society Scenario #3-
10: Delve the Pallid Depths, you can share any information you've heard about this area.
You can also attempt a Diplomacy, Society, Dwarven Lore or Pathfinder Society Lore check to learn more about this area. If you've played the scenarios listed above, you automatically succeed (but you can still attempt a Critical Success roll)

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Klank responds to the other newcomers with firm handshakes and well wishes.
---
Klank flips up the visor on his helm as they approach the camp. The Dwarf has kept up an amazing pace. Considering he's marching in a thick shell of steel you'd never have noticed. "We're getting close to the borders of my homeland.. the Five Kings Mountains."
Pathfinder Society: 1d20 + 9 ⇒ (19) + 9 = 28

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Joli bows respectfully to his elder Mrs. Perkins, while his hireling Mayheb scopes her quilt before stowing it. He keeps his eye on the reformed criminal, and returns the bright-faced human’s smile with one equally warm, if toothy, due to the pronouncement of his tusks.
A faint aura of magic tickles around his being. His walking stick but otherwise lack of weapons seems to convey that he comes in peace.
Joli and Mayheb arrange for their carriage to stable, then glance up the peak…

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Diplomacy +10 (or can we roll openly)

The Hireling |

Mayheb watches as Joli asks around.
Diplomacy (Expert) w/ Glad-Hand and Group Impression: 1d20 + 13 ⇒ (4) + 13 = 17
Perhaps, despite his attempts at mellowing his imposing appearance, the legacy between his race and that of these dwarven lands is still too onerous to allow him to present himself with non-violence…
She shakes her head. At him, partially. But also at that…

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A stocky but kind-looking man steps into the scene, his strong build giving way to a gentle presence. He’s dressed in clean white clothes, with spotless gloves, and carries a well-used healer’s kit. Around his neck hangs a religious symbol, shining softly next to his wayfinder, a sign of both his faith and experience as an adventurer.
"Greetings!" he says in a low, calm voice, looking over the group with a reassuring smile. "I am Henri Hart, specialized in medical treatment in the field. It’s an honor to be part of this mission with everyone." His presence brings a sense of calm and safety, showing he’s ready to help wherever he’s needed.
Diplomacy +11 to Gather Information / Pathfinder Society +7 to Recall Knowledge.

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Shayla walks up to the dwarf. "So why do they call you Klank?"

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Evindal observes the goings on with interest and excitement. "With comrades such as yourselves, I feel quite sure that nothing could possibly go wrong on this adventure!"
+11 for Society and PFS Lore

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Mrs. Perkins has played both #2-19 and #3-10, but she'll try for Crit Success with Pathfinder Society Lore +12.

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I've played both 2-19 and 3-10 but not with this character

GM chadius |

Shayla: 1d20 + 10 ⇒ (3) + 10 = 13
Evindal: 1d20 + 11 ⇒ (20) + 11 = 31
Mrs. Perkins: 1d20 + 12 ⇒ (6) + 12 = 18
Mrs. Perkins is well aware of those region due to her previous adventures.
Kernal Klank and Evindal Mog heard that, and they also heard some more information.

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Shayla walks up to the dwarf. "So why do they call you Klank?"
"Because they don't recognize my rank of Kernal I guess."

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Evindal relays the information that he has heard (info is in the spoilers) and scratches his head pensively. "Hmmm, perhaps I should add a few more alchemical formulae before we set out. But I wonder what would be best for threats like flooding and magma and unstable ground...?"
In light of this I'll probably add a few situational formulae that I've been meaning to get anyway but it probably won't be until tomorrow that I have a chance to review the options. There's a lot of them!
He adds, "By the way, if there are any items that would be particularly useful to any of you please let me know and I'll see what I can whip up. We alchemists you know, always tinkering in our labs!"

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"Droskar’s Crag, also known as the Pallid Peak, is a dormant volcano. It erupted nearly 800 years ago in a cataclysm known as the Rending, which toppled the great dwarven empire of Tar Khardurrm. Expeditions into the Pallid Peak have uncovered a wide range of dangers, from vermin to duergars to fiends. Listen up, young'uns: Expeditions should be well-stocked and prepared with deal with a variety of different threats!"

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"Duergar are no friend of mine, vile beings. If I see any I'll be sure to end their forever toil with my hammer. Its the least I can do." Klank speaks plainly on the subject, there's no love lost between those distant Dwarven cousins.
"As far as useful alchemy tools, I'd say dealing with much water could be a problem. Or things that fly. I'm usually ok with uneven ground, so long as its solid." He then nods in agreement with Mrs Perkins.

bigrin42 |

**HOUSE GM ANNOUNCEMENT**
## __HOUSE GM ANNOUNCEMENT__
Venture-Captain Luna Aldred bangs on her shield to gain the attention of the gathered crowd. As the noise dies down, she points to a piece of stretched canvas with a whittled stick. "When I was first told about the discovery of a ruined outpost under this mountain, I assigned a few agents to explore it."
On the canvas, charcoal and chalk outline a sprawling underground complex. The map already lists names, discoveries, and potential hazards. However, three highlighted routes lead past the end of the explored segments. Each route is labelled with a name and shaded with a distinctive color: yellow for the Labyrinth, blue for the Sunken Halls, and white for Unsealed Way.
"Their preliminary explorations found extensive ruins, as well as signs that this path will lead us to a find that’s worthy of the Pathfinder Chronicles: the lost city of Raseri Kanton, which has been missing for almost a thousand years! This expedition warrants a large team. I reckon this group is enough, though I won’t turn away any stragglers." Venture-Captain Luna chuckles.
Her tone darkens as she continues, "This expedition was set to take months. However, the Aspis Consortium has heard of our plans, and they’ll surely be dispatching their own teams. We need to act quickly before those destructive louts claim the ruins. Move quickly, but not recklessly. Report back regularly. And for all that Aroden left us, don’t die."
"You know what to do. Explore. Report. Cooperate."
Table GMs, please hand out your Scouting Reports and begin Act 1

GM chadius |

A Pathfinder Society agent makes a note of everyone present and the locations they intend to explore before running through a memorized set of instructions. “Keep in mind that this is a coordinated expedition. If anything strange happens, report it back. If you fully explore an area, report back. If you find additional passageways, report it back. If Venture-Captain Aldred gives you instructions or you receive a courier to change locations, follow them immediately. If you ever find yourself in over your heads, retreat and rest. If you’re not sure what to do... I guess you should report that back as well. Best of luck!.”
The Sunken Halls: “Strangely, one of our members heard a voice coming from the lake. When we went to examine it, we found a tunnel at the bottom of the lake. We secured the area but turned back when we found
carnivorous fish.”
The Labyrinth: “At the end of these passageways is a sort of door. A tombstone stretches from floor to ceiling and seals off the next set of halls. It reacts to the touch, but we haven’t found a way to open it yet.”
The Unsealed Way: “We used the rest of our munitions to clear the rubble from these hallways. They seem clear enough now, but we can’t figure out why it was sealed before. We recommend a larger team investigate.”
Please choose the order you would like to tackle this. When two of you agree on the #1 pick I'll move us ahead. Make your purchases and daily preparations before we start!
- Labyrithn Area
- Sunken Halls
- Unsealed Way

The Hireling |

"Cave-ins happen for myriad reasons, I bet I could help put my eyes on the rubble" Mayheb suggests pro-actively.
Her companion Joli nods, hearing no diplomatic efforts are needed (his preference), and defers to her judgement.
Slight preference for "Unsealed Way" but totally down for any!
She hands a scroll to Potipher Perkins (Heroism or Haste, lady's choice, Provision) and says "I understand the value of magic, milady, and you said to be prepared!"

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Unsealed Way sounds interesting.
"Perhaps we can search the Unsealed Way and unseal it, revealing what is inside it." Henri gives his thoughts to the first location they will explore.

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"Aye, let's head to the Unsealed Way!"
Last chance to request any alchemical items from Evindal's daily prep: anyone want some poison to put on some arrows? Any requests for mutagens? I'll post my daily prep and any final purchases in the morning - heading to bed now.
Also, I have two backfire mantles I'd like to give to two frontliners to protect you from the splash from my bombs. Any takers?

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Unsealed way appears to be the consensus :)

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Mayheb spearheads the talk ”Unorthodox” Jolinaxus exclaims not without some hesitation, hearing about how “you wear this” and “don’t worry” to “and I will be back there lobbing bombs at enemies next to you”; he wrinkles his brow.
But, accustomed to stepping out of his comfort level, not to mention confident in his own resilience to pain, he accepts the backfire mantle, strapping it underneath his fashionable clothes.
”Do I have it on properly?” he asks the elf.

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"I'll accept your gift Evindal. It should help make your life easier, and hopefully mine less painful." Klank equips the mantle.
When the topic of direct comes up Klank visibly shies away from the Sunken Halls "This Dwarf works in metal. While I'm a good swimmer, one can only hold their breath for so long." Unsealed, Labyrinth, and Sunken last.

GM chadius |

Unsealed Way
Early scouting reports indicate these stone chambers should lead to two different roads to Raseri Kanton. You'll have to clear the dangers first. All of the rooms here are dark and quiet, and the ceiling are about 15 feet high.
You'll either need a light source or some way to deal with darkness.
As you descend into the depths, you immediately see a fork in the road. Do you head South, or East?
Looking to the South, you see a slender post spanning from floor to ceiling in each corner of the stone chamber. The bracket that holds the posts in the floor is chipped, leaving the posts only loosely attached.
To the East, moldering bags and gear pile in the southwestern corner of the square room. Stone stairs lead upward to the south. Passageways show glimpses of rooms to the northwest and south.
Please give me your exploration activities as well as preferences to go East or South. We're on >Slide 8<

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Klank marches on with his cold-iron warhammer in one hand, and sturdy steel shield in the other. He doesn't worry about the darkness, being blessed with Dwarven eyes. "That pile of gear may give us quick answers, but overall we should explore the entire area to make sure its safe for the groups behind us."
Klank looks to the others before moving East towards the piles of gear. Perception +13.

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Joli follows the Kernal East ”Somebody left something behind… or something left somebody behind…” drawing his Bo Staff, he keeps his eyes peaked for trouble…
Defend w/ Bo Staff

GM chadius |

Lying near the gear you see Dwarven skeletal remains. It may provide a clue, but - wait, did they just move? Six of them stand up. Two of them carry scimitars while four more hold shields, swords and javelins.
Shayla: 1d20 + 15 ⇒ (10) + 15 = 25
Kernal Klank: 1d20 + 13 ⇒ (3) + 13 = 16
Joli: 1d20 + 13 ⇒ (5) + 13 = 18
Henri: 1d20 + 13 ⇒ (8) + 13 = 21
Evindal: 1d20 + 11 ⇒ (20) + 11 = 31
Mrs. Perkins: 1d20 + 9 ⇒ (14) + 9 = 23
Blue: 1d20 + 2 ⇒ (17) + 2 = 19
Red Pink: 1d20 + 8 ⇒ (3) + 8 = 11
Gray Yellow: 1d20 + 8 ⇒ (19) + 8 = 27

GM chadius |

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"The dead rise! Time to put their poor souls to rest." Klank spends too much time talking and not enough getting ready to fight.
Klank being a fighter has multiple reactions, at this time I'll prioritize reactive shield when/if triggered to push my AC to 27 for the round.
Attack of Opportunity: ↺*Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.* You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Reactive Shield: ↺*Trigger: An enemy hits you with a melee Strike*
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.
Shield Block: ↺*Trigger: While you have your shield raised, you would take damage from a physical attack*
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

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Joli's hands instinctively clench around Peacemaker (a +1 Merciful Bo Staff of Striking)
He cracks his neck, and channels a deep, full breath, conjuring some latent anger that he massages through practiced meditation into his bloodstream through inhalation - when he exhales, he feels his body lighten, his mind sharpen towards the oncoming threats, and his muscles swell with alacrity!
◇) Quick-Tempered (+9 temp HPs!)

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I picked up a few more formulae and will use advanced alchemy to prep the following: Silversheen and Cold Iron Blanch x3 (giving one of each to Henri, Jolinaxus, and Kernal Klank). Evindal will use the last two reagents for two moderate darkvision elixirs (1 hour duration) that he will give to two people without darkvision. He gives the two Backfire Mantles to Kernal Klank and Jolinaxus.
Pathfinder Provisions item: Potion of Lesser Fire Resistance
As the group heads towards the unsealed way, Evindal contemplates the mystery of why it was sealed in the first place. Evindal's "Case" is: why was the path sealed? who might have sealed it? who/what was being sealed in?.
As they head into the darkness, Evindal activates his wayfinder to cast light.
As for Exploration activities, Evindal is Investigating, with particular attention to anything that can help him solve his Case.
...
As the Skeletons stand up, Evindal quickly tries to remember what he has learned about the creatures.
◆ Recall Knowledge (Religion +8, with +1 circ if relevant to the Case). He's always going to be most interested in weaknesses, or whatever the GM thinks best to tell us.
Then he tries to work up a strategy for how best to attack them, giving particular attention to one of the ones wielding a scimitar. GM, I'm a bit confused by the map. There are 6 skeletons but I only see 4 on the map. Are the X and \ icons also skeletons (the ones with the scimitars I'm guessing)?
◆ OR ◇ (depending on whether these skeletons are relevant to his case) Devise a Stratagem
Devise a Stratagem: 1d20 ⇒ 19
Then he quickly creates and hurls a bomb at the same scimitar-wielding skeleton.
◆ QuickBomb to use one versatile vial (5 remaining) to create a Bomb (type TBD) and Strike with it, using the 19 from Devise a Stratagem, for a result of 31 to hit
Btw, his Alchemist's Goggles let him ignore Lesser Cover when striking with bombs, if that's relevant.
Regarding the bomb type, if the Knowledge check suggests any weaknesses he'll use a bomb that hits that weakness. Otherwise he'll concoct a Moderate Ghost Charge bomb
Vitality dmg: 2d8 ⇒ (3, 2) = 5 Doubled if it's a crit + 4 Vitality splash dmg to the target and everyone adjacent (but vitality dmg should not affect Kernal Klank). The target is also enfeebled 1 until the start of Evindal's next turn (I don't think that's doubled on a crit but I'm not sure).
Evindal might have one action remaining (if Devise a Stratagem was a free action?) in which case he'll Quickbomb another bomb (versatile vial 4 remaining), again targeting any weakness, or else Moderate Bottled Lightning (unless RK determined immune/resistant to electricity)
◆? Quickbomb vs already targeted scimitar skeleton, MAP: 1d20 + 12 - 5 ⇒ (5) + 12 - 5 = 12
If that's a critical fail then it does nothing. But if it's merely a Miss then the target and everyone adjacent takes 5 (the +1 is from Alchemist's Goggles) splash dmg (this might affect Kernal Klank, less 3 from Backfire Mantle, if the scimitar target is the X on the map)

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Then...
Henri activates the Light of his Wayfinder before heading into exploration. He follows behind everyone, keeping his eyes peeled for any unusual signs and danger.
Search as Exploration Activity
Henri raises his hand when Evindal offers a darkvision elixir. He needs it, especially in dark places where he can't see without a light. Once given, he will drink it.
Now...
The rising skeletons give him eerie vibes.

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Henri, note that the Darkvision elixir will only last an hour so you might want to save it until it's needed...

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I see. Thanks for telling me.
Henri keeps the elixir for later use instead, keeping to activate the Light of his Wayfinder.

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Mrs. Perkins will light her wayfinder. Mrs. Perkins will be Scouting if nobody else is Scouting, Searching otherwise.
"Good heavens, it reeks of death in here ... oh."

GM chadius |

Evindal Mog sees the threats. They don't look related to the sealed gates, so it takes him a little time to analyze them.
He realizes the two skeletons clad in Blue are holding Scimitars and seem much more frail than the other four. When it comes to physical force, they resist slashing, piercing, cold, electricity and fire (they are skeletons, after all. Bludgeoning should be fine. They feed off of negative void energy, but positive vitality will weaken them.
At any rate, he lobs a Ghost Charge bomb, obliterating both of the Blue clad skeletons. The skeleton with a Purple helmet also takes damage from the blast, its undead eyes turning towards the bomb.
The Gray and Green skeletons raise their shields and begin marching towards the frontline.
The Gray skeleton swings once at Kernal Klank. Klank reactively pulls up his Shield, but it's not enough to halt the skeleton's brute strength.
Longsword: 1d20 + 10 ⇒ (18) + 10 = 28
Slashing: 1d8 + 4 ⇒ (7) + 4 = 11
The one in Green chooses between doubling up on Klank or turning to Joli.
Even is Joli: 1d2 ⇒ 2
Longsword: 1d20 + 10 ⇒ (2) + 10 = 12
It chooses poorly...

GM chadius |

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Muttering some words, Shayla sends a glob of acid at a cluster of skeletons.
Caustic Blast, 30' range, 5' burst, Acid Damage; DC 20 Reflex for half: 2d8 ⇒ (3, 4) = 7 Double Damage plus 2 persistent acid on Reflex Crit Fail
She then pulls out an axe and hurls it at Grey.
+1 Striking Hatchet, MAP, Agile, 20' range, OG: 1d20 + 11 ⇒ (8) + 11 = 19 for Slashing Damage: 2d6 + 3 ⇒ (1, 5) + 3 = 9
Critical Hit: Double Damage + Crit Specialization
I suspect OG and Shield cancel each other in terms of the attack roll
◈◈ Caustic Blast
◈ Strike

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"They've got some skill at arms but they look to be pretty fragile." Muses the Dwarf after being nicked by the blade.
Can't shield block or I would, I had to use the reaction for raising the shield since I hadn't acted yet.

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Mrs. Perkins is going to write a strongly worded letter when she gets back to the Lodge. This is no way to host a party!
"Do be careful, dear," Mrs. Perkins says, casting life boost ◆ on Kernal Klank. Fast healing 6 for 4 rounds.
Then, she will cast bless ◆◆ (15' aura).

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"Nice shot" Joli praises Evindal Mog.
And with their advancement closer, he takes his swings!
◆) Strike
◆) Strike
◆) Parry (to AC 25)
Merciful Bo Staff (B, reach, parry, non-lethal) w/ Bloodrage (plus 1 bleed) vs Green then Grey: 1d20 + 15 ⇒ (15) + 15 = 302d8 + 6 ⇒ (7, 3) + 6 = 16
Merciful Bo Staff (B, reach, parry, non-lethal) w/ Bloodrage (plus 1 bleed) w/ MAP (-5) Green then Grey: 1d20 + 15 - 5 ⇒ (17) + 15 - 5 = 272d8 + 6 ⇒ (3, 5) + 6 = 14
Whirling his bo staff with deadly accuracy, he sends it first with a whirling crash into the nearest skeleton's skull, and follows up with a blunt single-thrust into the next's chest cavity.