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L12 - Upper Halls
The Upper Halls connect the Great Room to the Guest Rooms, Adril’s Room, Eliza’s Room, and the Servants’ Quarters. The corridors encircling the Great Room on the east, north, and west look down upon the main floor of the Great Room. Beautiful fluted lanterns enchanted with continual flame
hang at intervals upon the water-damaged walls, casting the Upper Halls in a rich, flickering light that nearly masks the sooty stains in the carpet. Masked servants bustle from room to room.
L13 - Guest Rooms
Masked servants lead you to their quarters in these comfortable chambers overlooking the Great Room via the Upper Halls. Only three rooms (and
consequently three beds) are available, so the heroes must share in order to accommodate everyone.
L14 - Eliza's Room
L15 - Adril's Room
L16 - Servant Quarters

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At seeing Lucija's painting, River offers a guarded comment.
"You are clearly very talented"
"As well you know! I needed no introduction when I arrived, for clearly you had heard the name of the great Lucija Lal Rani, Mistress of Myth! This? This one is merely a diversion, a personal amusement."
...several human servants wearing elaborate dresses and fashionable suits bustle in and out of the kitchen through the north doors, delivering delicate flutes of bubbling wine, plates of fresh fruits, and platters of manicured fingerfoods...
Lucija takes only a single flute of wine, and a small but diverse assortment of fruit and hors d'oeuvres, but she actually does eat them.

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"Lucija, you can come to my room if you like."
Lucija initially balks at the suggestion that she share a room, but upon realizing how little choice she's been given, she goes to confront Eliza with a short tirade about hospitality and the worth of her guests (especially herself) before returning to Mörök and giving him a deeply appraising look.
Appraise on Mörök: 1d20 + 7 ⇒ (7) + 7 = 14
"Tell me, in what condition do you customarily sleep?"

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"I'm just being curious whether your serpent companion sleeps during night like normal."
"'SSSleep'??" Naghamadi chuckles gently and sibilantly. "A sssad cursse of you who dwell in The Goldfish-Bowl, I'm afraid," He explains as he begins circling through the air around Mörök. "You call uss 'Outsiders', and that iss what we call thiss from which we are Outside: 'The Goldfish-Bowl.'"
His second head bursts out again and adds, "BEHOLD, GOLD-WISH-FISH! THE ENTITY MUSST ALIGN WITH PLANE OF LINENSS AND REGENERATE ITS POOR, TIRED, HUDDLED MASS, YAW-HAWW-HAWW-HAWWW!!! LENG THANKS YE FOR YOUR VISIT, RESST ASSSSURED, COME AGAIN AND AGAIN AND FRUIT SALAD AND AGAIN AND-"*SLLLURRRRRPP!*

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After concluding their exchange with Mörök, Lucija will re-mount Naghamadi, and they will make their way toward the Armory.

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Know Nature 1d20 + 12 ⇒ (12) + 12 = 24
“Then that is the insignia of the Woodsedge Lodge” Percy offers “Each Pathfinder Lodge has its own glyph, bit like a signature, really, if a house could sign things”
His gaze shifts to the garden. “And these” he explains the roses origin “Narven’s Tears, roses thought lost for centuries. Extinct, they said. Yet here they are, stubborn and divine, just quietly thriving. Marvellous.”

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"Tell me, in what condition do you customarily sleep?"
"In great condition since, most of time, I wake up so brisk and ready for challenges. So you and your slithering outsider will rest well." he muses gently before going to explore the Conference Room

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Once Tess hears about the almost long lost roses, she immediately makes her way to the garden. ”I haven’t seen these in literal centuries! The Narven’s Tears are not gone after all.” She holds her hand out, wanting to touch the beautiful petals, but pulls back at the last instant, not knowing what sort of condition these flowers were in. She looks at them for long minutes with a pensive smile on her face. ”So beautiful…”

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Lucija Lal Rani wrote:"Tell me, in what condition do you customarily sleep?""In great condition since, most of time, I wake up so brisk and ready for challenges. So you and your slithering outsider will rest well." he muses gently before going to explore the Conference Room
"I meant," Lucija presses before they part ways, "Do you sleep as you are, in a robe or nightgown, au non-naturel, perhaps you generate a cocoon, how ever so?"

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"Just take off my armor and sleep in underwear. Of course, if its freezing cold I'll wrap myself in thick fur."

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River heads over to Eliza's room and knocks gently on the door.
"Madame Venture Captain? I am sorry to intrude but I had some further questions..."
"I detected a look pass between you and Osprey earlier. If my team is to fulfill some secret function at the ceremony, I'd really rather know what it is in advance. I thought if it was due to Adril's presence you may prefer to speak in private."

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River is not admitted.
About an hour after the servants show you to your rooms, Eliza, Osprey, and Adril Hestram make their way to the Great Room, where a squad of masked servants pass out long flutes of wine, selected Galtan cheeses, thin-cut venison, and poached axebeak eggs (which smell slightly of sulfur but taste delightful). The venture-captains mill about making light conversation with each other and any of you present until everyone has
finally arrived, at which point Osprey ascends the central stair to the Upper Halls, addressing everyone in the Great Room from a vantage at area L12a.
Fellow agents of the Pathfinder Society, says Osprey from the balcony overlooking the Great Room. I deliver a message from the Decemvirate. Long have the Ten observed the exploits of Venture-Captain Adril Hestram. Time and again he has served the Society well, from his own adventures in the Mwangi Expanse to the many activities conducted by agents under his guidance.
Osprey’s scratchy voice pauses for a moment and he leers out at you. His high brow casts his dark eyes in shadow, giving him an ominous visage. He gestures to you and your companions. That is where you come in. For tonight we celebrate the Talespinning Ceremony, and our ritual begins with each of you standing where I stand and regaling us with the story of your greatest victory as a field agent of the Pathfinder Society. We stand tonight to examine the achievements of Venture-Captain Adril Hestram, and your victories speak to his capabilities as a leader and his judgment in selecting the agents for his important missions for the Society. When we have heard from each of you, it will be Adril’s turn. After that, we shall know the way of things, and the way of the future for Adril Hestram, and perhaps also for all of you.
Now, he says, his mouth forming a crooked smile. Who would like to go first?

Shau lynne |

Shau whispers to Percy "Just in case Adril doesn't like what I say, could I get that mage armor now?"
Shau then holds up her hand and says "ooh ooh pick me!"
She thinks to herself better get hers out of the way first, before Percy talks as he will be a hard act to follow.

Shau lynne |

Shau, not one to be patient, upon percy's answer will run up the stairs to take front stage where everyone has a good view.
" Let me tell you of the tale of a mission Adril sent me on with a ship that offered no pay unless we got plunder. We had to break into a fort and free a pirate! Yarrr! Adril told me all I needed to know so now was GO TIME!
First, I had to leap from rock to rock, balancing as I got close to the fort! Shau demonstrates by jumping nimbly up on the rail (taking 10 for 33).
"Then I had to sneak up to the cell where the pirate was kept."
Shau disappears from view briefly (taking 10 for 30) then reappears a short distance away
"I had to steal the keys from the guard, like this! "
Shau pretends to lift keys with her slight of hand (21)
"unfortunately the guard was too aware so I yelled "OMG A LINNORM"!
the rube fell for it with my awesome bluff, and I beat feet with the pirate captive."
I could not have done this without guidance from Adril. Thank you!'
Shau flips off the top floor with the classic super hero landing.
"Who is next"

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Mörök takes a deep breath while recalling past adventures "That time when you sent my crew to sunken pirate ship to retrieve some creepy artifacts. And to get there we had first liberate a real pirate out of prison. Yeah that was memorable."

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“Well, when it comes to my adventures, they are many and varied,” Percy begins with a fond, almost theatrical air. “I started as a slightly eccentric academic with a strong preference for fieldwork, and now find myself a Senator of Taldor—landed, titled, and proudly of the esteemed Blakros family, with all the connections and implications that carries. I’m also honoured to be a trusted confidante of Lady Gloriana Morilla.” He sips his tea before continuing. “My work with the Society has touched on its most delicate affairs, including efforts to foil the murderous schemes of Grand Prince Stavian the third — matters that demanded absolute discretion.”
“As for Hestram,” he says, lowering his voice just a touch, “when the Black Marquis of Deadbridge lost all the men he could trust during a failed treasure hunt into the Echo Woods, it was the Pathfinder Society he turned to — and Adril Hestram who entrusted me with completing the task. And it was completed.” He pauses, letting the weight of that rest. “Later, when the King Xeros of Old Azlant—an immense crystalline vessel—suddenly appeared in the harbour, Adril once again recognised the significance, and sent me and a handpicked crew aboard. Trusted agents, great minds—to ensure the truth of it wasn’t lost to bluster or panic.”

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"I have never met Adril Hestram before today"
Announces River as he stands following Percy's eloquent speech.
"Yet his prudence and foresight is well known, and I have no doubt it was he that recently sent myself with a team of Pathfinders to investigate rumours of dark supernatural quickening in southern Qadira."
He pauses briefly to look over the others in the room for signs of recognition.
"There we found a people gripped in famine, and signs of the rising of a Daemonic prince. We found, and fought, and bound the nascent prince atop a tower of bones. Each of our hand-picked group was uniquely suited to some aspect of the challenge, and it is the wisdom of our leader-"
He bows deeply toward Adril
"-that we have to thank for stopping this danger before it grew to threaten the rest of Golarion."
Finishing his short speech, he raises his glass,
"Adril Hestram, may your spirit guide you"
and takes a seat.

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”I have never met Mr. Hestram or been involved in any of his missions before today, unfortunately. But I trust the words of my fellow Pathfinders who have spoken of his capabilities this evening,” she says, nodding at the others gathered for the ceremony.
”As for myself, the deal with the Runecarved key was quite memorable. Having to track it down without resorting to violence or theft was a nice change from some of our more morally grey mission,” she said with a laugh. ”It rewarded some of the more subtle arts, such as diplomacy and guile, which is all too seldom nowadays…”

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Lucija drifts down from her room - literally - atop her Protean attendant, fashionably late (or perhaps she was just busy with something else), and ascends to the upper balcony.
Then, for a moment, she looks confused, and looks down at the Protean.
”Naghamadi, why should we know this Venture-Captain Hestram?”

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Just tell us a tale then Adril calls out jovially. They don't all have to be about me. Just as long as it's entertaining.

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Naghamadi puts his tail in his maw in what appears to be a pensive gesture - until his second head (which seems to presently be lightly covered in bubbles and sporting what might be a shower-cap) boots it back out with an extremely high-pitched hiss.
Finally, though, he replies, "Oh, it wass he whom we sssaw the firsst time we took an outing with thesse Pathfinding goldfish...Yesss, the 'SSSSSilent Tide"...I got to chasse a dog...."
"I think he wass there, too, when they ssent us off to ssearch after some losst city in-"

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"Ahhh, very good, I remember now; meeting Grandmaster Torch was much more interesting. I still would like to know more about his considerable land-holdings, he mentioned being very fond of his 'rubber duchy'...."
"MY triumphs and glories, though, have been many! I've had a few regrets, but too few to mention. I long ago mastered the Quest for Perfection, most recently have outbid the temptations of Hell, and walked the decks and beheld the wonders of an ancient crystalline v..." Here she pauses and does a double-take at Senator Blackros, but recovers remarkably quickly. "However, one of my finest masterpieces to date was surely against a gigantic palette of blue and white in the North..."
As she begins her tale, she spins around and begins feverishly painting her epic in mural form...right on the back-wall of the Lodge. Some of the attendants' masks also wind up a lot more interesting.
Craft (Painting): 1d20 + 27 ⇒ (3) + 27 = 30
"...and at the end of all things," She eventually concludes, "None in this realm nor Beyond could doubt my power!"
"Also, it got me this!" She adds as an abrupt afterthought, rifling through her belongings before pulling out an ugly golden idol with 3 eyes.

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Are you sure that wasn't Rubber Ducky? some wag calls out. It might have been Osprey.

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As the strange gnome concludes, Percy quietly notes the awkward vandalism of the lodge and the curious lack of any real historical engagement of significance with the person the group is meant to assess. Before he can speak, the Elven ambassador chimes in smoothly, his voice light and totally not deflecting - "So, we have heard a fair bit about prudence and sensible choices—clearly, he’s demonstrated a knack for selecting the right talent for the right job, and has marshalled his resources with commendable care."
He smiles diplomatically, the words just flattering enough...

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"Besides the underwater mission, I think you, Adril, briefed us on a rescue mission to Mana wastes, but my memories regarding creatures I met and slayed there are fuzzy. Possibly devils." As the gnome mentions Hell, Mörök's eyes widen and he smiles gleefully "Ah yes Hell. What a magnificent and curious place it is. A portal leading there had somehow opened in Dark archive and we were literally SENT TO HELL, if you can imagine." Suddenly he seems to remember something inconvenient "Any accusations of me trying to steal talismans or anything from Society archives are, of course, slanderous lies and anyone impying otherwise is asking for trouble."
Bluff: 1d20 + 7 ⇒ (11) + 7 = 18

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Could all of you please roll a Diplomacy, Bluff, or Perform (Oratory) check.

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Diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17

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Diplomacy 1d20 + 5 ⇒ (17) + 5 = 22

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Bluff: 1d20 + 7 ⇒ (9) + 7 = 16

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You'd think with Osprey in attendance, I might be able to use Handle Animal instead...I don't suppose any of them are Good-aligned Magnimarians? Otherwise:
Oratory: 1d20 + 8 ⇒ (13) + 8 = 21

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When the last of you has finished recounting your victories, Osprey arises from a comfortable chair in the back corner of the room and clears his throat. Assembled fellow Pathfinders, he says. You have represented yourselves well, and your victories reflect upon the leadership of your venture-captain leaders. Which brings us to the man of honor, Adril Hestram. Adril, will you please take your place on the balcony? I wonder, after hearing all of this, what you consider your greatest victory. Osprey flashes a quick glance at Eliza Petulengro, who furrows her brow and looks to the floor. And how that victory serves the greater good of the Pathfinder Society.
Adril Hestram, beaming with pride, smiles a wide grin beneath his bushy beard as he bounds up the central stair to the balcony. As he looks at each of you in turn for a moment, the hulking warrior of a man releases a mirthful chuckle, as if considering a private joke. His bearclaw hands grasp the balcony’s railing as he addresses the group.
I have never stopped adventuring. From my year lost in the Mwangi Expanse a decade ago to my tenure as a venture-captain in Abaslom all the way through to today, I’ve kept looking for new challenges and opportunities in the face of danger that would melt the hearts of ordinary men. And in all that time, I’ve learned a simple lesson that I’d like to share with you today—
What at first seems like a tiny tremor soon erupts into a jerking and heaving cataclysm that shakes the entire room. Adril falls silent, a look of dumb surprise erasing the arrogance and confidence in his weathered face. For a single moment he looks utterly lost. Then, two enormous shapes—writhing, living leviathans of bright red chitinous plates—burst through the floor in the back corners of the room. Eliza screams, and the chamber erupts into chaos.
Please place your tokens on the map, presumably in L2 and a copy of the token on Slide 4 on the same line as your name. And if you could check your initiative bonuses (copied from your headers) that would be most helpful thank you

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When the last of you has finished recounting your victories, Osprey arises from a comfortable chair in the back corner of the room and...
*pops head in*
"'The Comfortable Chair'!?!?!"

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Im a phone poster, so could I get someone to place Tess’s image for me? Anywhere is fine. Thanks so much!

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Initiatives:
Lucija: 1d20 + 1 ⇒ (2) + 1 = 3
Morok: 1d20 + 2 ⇒ (9) + 2 = 11
Naghamadi: 1d20 + 5 ⇒ (9) + 5 = 14
Percy: 1d20 + 7 ⇒ (20) + 7 = 27
River of Stars: 1d20 + 2 ⇒ (9) + 2 = 11
Shau Lynne: 1d20 + 16 ⇒ (4) + 16 = 20
Tessara: 1d20 + 3 ⇒ (3) + 3 = 6
Blue: 1d20 + 0 ⇒ (14) + 0 = 14
Green: 1d20 + 0 ⇒ (8) + 0 = 8
Red: 1d20 + 4 ⇒ (18) + 4 = 22
???: 1d20 + 3 ⇒ (6) + 3 = 9
Two small? (huge) size worms erupt from the floor. Eliza screams and the chamber erupts into chaos. Percy gets to act. Also could anyone who has line of sight to Adril on the top balcony, please make Perception checks before something else happens.

Shau lynne |

Perception-always acts in surprise round: 1d20 + 22 ⇒ (7) + 22 = 29

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The layout is a bit confusing, but I'll roll in case I have line of sight
Perception: 1d20 + 35 ⇒ (12) + 35 = 47

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Perception: 1d20 + 9 ⇒ (15) + 9 = 24

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Perception 1d20 + 25 ⇒ (1) + 25 = 26
Knowledge-Dungeoneering 1d20 + 9 ⇒ (10) + 9 = 19
The rest of the room dissolves into a blur as Percy observes two monstrous worms bursting through the floor! He remains eerily composed with his mind already working, calculating. With a low, almost amused chuckle that carries just a shade too much darkness, Percy extends a hand and channels his supernatural will, attempting to arrest one of the creatures “Let’s not ruin the drapery just yet,” he murmurs coldly, eyes glinting as otherworldly compulsions emanate from him.
vs BLUE
Slumber (12 rounds, DC 21) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
and
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.

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Perception if the couch has line of sight 1d20 + 18 ⇒ (13) + 18 = 31

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will: 1d20 + 4 ⇒ (8) + 4 = 12. The bluish worm flops to the floor.
Anyone who rolled more than 17 sees a puff of smoke appear next to Adril. Adril is completely oblivious to this.
Anyone who rolled more than 19 and can see the West Wing sees two of the Guest Room doors open simultaneously although they can't see who did that.
Eliza ducks under the table as that worm's emergence knocks into the balcony above burying the southwest corner in rubble, including the table Eliza is sheltering under before it slumps to the floor.
Everyone else except Percy (who has already acted), Lucija and Tessara are up.

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Tess quickly casts Haste on the group, preparing them to face whatever intruders were storming the keep, so to speak.

Shau lynne |

Shau ejects a wand from her spring-loaded wrist sheath and proceeds to use it, her arms growing unnaturally long. Shau draws her weapon as she moves towards the worm. Peep follows behind, looks at Percy tilting his head and makes a peeping sound.