DM B's PFS PbP Game Day 3: S0-03: Murder on the Silken Caravan (Inactive)

Game Master Beckett

Volunteers are needed to escort the body of a deceased venture-captain across the parched Qadiran desert to Katheer. The Silken Caravan offers passage, hauling exotic treasures across the perilous sea of sands. You'll brave bandits, spies, and unwelcome mourners hell-bent on paying respects to your dead companion. Worse still, the caravan's mistress, a satin-swathed Qadiran princess, has designs of her own on you and your cargo.

Init:

[dice=Ashia]1d20+6[/dice]
[dice=Davor]1d20+1[/dice]
[dice=Gashgamer]1d20+3[/dice]
[dice=Hisao]1d20+5[/dice]
[dice=Mirima]1d20+7[/dice]
[dice=Sylphie]1d20+4[/dice]
[dice=Yoshi]1d20+3[/dice]
--------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]

DM Notes:

MAP


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Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Mirima looks at the crazy Tian man momentarily, and decides to play along for now as she follows, a few steps behind.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Yoshi Masaso wrote:
"We just need the body.." he says, looking to appeal to the mans baser instincts.

Are you bluffing or serious? If it's a Bluff (say to get closer), please give me a check. If you are serious, just wanting to do your mission, can I get a Diplomacy check.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

bluff: 1d20 - 1 ⇒ (15) - 1 = 14

Given he is going with open hands and a reasonable request, you might want to consider a circumstancial bonus. Or if he just enjoys killiing folk and enslaving them, maybe a penalty :-) I'm sure there is some history to this caravan that we are going to find out.

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Being right here and super clever, Mirima assists.

Bluff Aid: 1d20 + 1 ⇒ (18) + 1 = 19

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Let me say this a different way. Are you lying trying to get an advantage before attacking or are you really trying to avoid a conflict, get the body and finish your mission without the caravan? What is you intention/motivation here?

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

We areMirima is bluffing(can't actually speak for the party, so I'll let them decide). Gonna get close, see what Jamila does, and immediate follow it with a spell if I can.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Hisao's just trying to get close and keep his options open. Hisao is good with either just getting the body and leaving or attacking if needed. Following Yoshi's lead.

Bluff Aid: 1d20 + 7 ⇒ (7) + 7 = 14 Hisao approaches as well Our mission is just to deliver the body.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

He is trying to Sense Motive, so it matters for his reaction.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi is just trying to get close (thus the bluff roll).

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Heh, the worst bluffer as the main. I gota slow down posting sometimes.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

No worries. I've never GMed before but I'm thinking if I ever do I'd have a houserule that whenever players are rolling aid on an action than the person who rolls the highest is taken as the primary and everybody else is aiding. Just makes sense to me to do it that way

Scarab Sages

Female Human (Garundi) Sorcerer 2 | HP: 17/17 | AC: 13 | T: 12 | FF: 11 | CMD: 11 | Fort/Ref/Will: +1/+2/+2 | Init: +6 | Perception: +1 | Sense Motive: +1

I usually go with whichever character made the most and most meaningful RP interactions for social rolls. So it doesn't matter how great the party face is, if Smashface McCharismadumper keeps interrupting with a complete lack of subtlety or tact, there's only so much they can do to offset that.

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Mirima is about to decide whether she wants to socialize with grease or burning hands...

Grand Lodge

Female Half-elf (spireborn) cleric of Yuelral 1 Init +4 | Per+6 | AC15 T12 FF 13 |F+3 R+2 W+5 | Channel 2/5 (DC 12, 1d6) | club +0 (1d6)

I will heal them with a channel before the combat and if that´s no enough I will use a spell of cure light wounds.
Channel: 1d6 ⇒ 2

In fact looking at how bad the wounded are I will use the two spells remaining (Expeditious retreat, and cure light wounds) and heal two of them. The last one will have my healing potion.
I am having bad luck today so every one cast their own dice.

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Once Jamila does her thing (hopefully successfully), Mirima is casting something on somebody! The little girl's been rather impatient of late. Must be the season. :)

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Hisao is good without healing for now

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)
Sylphiette wrote:

I will heal them with a channel before the combat and if that´s no enough I will use a spell of cure light wounds.

[dice=Channel]1d6

In fact looking at how bad the wounded are I will use the two spells remaining (Expeditious retreat, and cure light wounds) and heal two of them. The last one will have my healing potion.
I am having bad luck today so every one cast their own dice.

Davor still appears quite wounded from the fall he had earlier, but smiles and appreciates the healing.

"Damn winged freaks." he states as he finds a corpse to remove a feather or two and cuts off a Talon as a trophy.

Scarab Sages

Female Human (Garundi) Sorcerer 2 | HP: 17/17 | AC: 13 | T: 12 | FF: 11 | CMD: 11 | Fort/Ref/Will: +1/+2/+2 | Init: +6 | Perception: +1 | Sense Motive: +1

No need to waste your potion. I have a wand and will take care of my own healing.

Use Magic Device: 1d20 + 13 ⇒ (15) + 13 = 28
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

I'm a little lost from the loose actions happening here. Can you let us know if you are expecting anything from the player's end and from who? Thanks.

As Mirima approaches with her best innocent look, she tries to discern what Jamila is up to...

Spellcraft: 1d20 + 8 ⇒ (2) + 8 = 10

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Think we're waiting to see what the results of all our bluffing is

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

So, normally I would use the highest roll plus Aid Anothers. In this case though, I just don't think it applies, not that it matters much.

Hand on the large sword at his waist, the knight seems interested in hearing what you have to say, allowing you to move forward and get a little closer, without your ruse being detected.

Sense Motive: 1d20 - 1 ⇒ (7) - 1 = 6

Init Rolls:

Ashia: 1d20 + 6 ⇒ (1) + 6 = 7
Davor: 1d20 + 1 ⇒ (20) + 1 = 21
Gashgamer: 1d20 + 3 ⇒ (19) + 3 = 22
Hisao: 1d20 + 5 ⇒ (2) + 5 = 7
Mirima: 1d20 + 7 ⇒ (20) + 7 = 27
Sylphie: 1d20 + 4 ⇒ (1) + 4 = 5
Yoshi: 1d20 + 3 ⇒ (13) + 3 = 16
--------------------------------
Sir Gaspar Du Mer: 1d20 + 1 ⇒ (18) + 1 = 19
Hobgoblins 1-2: 1d20 + 2 ⇒ (9) + 2 = 11
Hobgoblins 3-4: 1d20 + 2 ⇒ (20) + 2 = 22
Hobgoblin 5: 1d20 + 2 ⇒ (13) + 2 = 15

SURPRISE ROUND: Party
<Mirima, Gashgamer, Davor, Yoshi, Ashia, Hisao, & Sylphiette>

ROUND 1
Mirima/Mouser(/), & Gashgamer ()
---------------------------------------------------------
Hobgoblin 3 (Delay) & Hobgoblin 4 (Delay)
---------------------------------------------------------
Davor ()
---------------------------------------------------------
Sir Gaspar (), Hobgoblin 3 () & Hobgoblin 4 ()
---------------------------------------------------------
Yoshi ()
---------------------------------------------------------
Hobgoblin 5 (), Hobgoblin 1 (), & Hobgoblin 2 ()
---------------------------------------------------------
Ashia (), Hisao (), & Sylphiette ()

I expect some kicking of the ass here. . . :P

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

NEW MAP IS UP. Sorry it's kind of not great. There's actually not one given at all for this encounter.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi smiles at Sir Gaspar and tries to pull his feet out from under him.

I think this has us in melee range, so activate vicious stomp as a move action, and then try and trip

Trip: 1d20 + 8 ⇒ (9) + 8 = 17

Bah, probably not enough, but maybe.

At Sir Gaspar totters, Yoshi tries to stomp on him.
Only if the trip was successful..
attack: 1d20 + 9 ⇒ (19) + 9 = 28 <- including +4 for prone
damage: 1d6 + 5 ⇒ (2) + 5 = 7

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Compltely caught unaware he goes down hard, and then get's his breath knocked out of him as Yoshi stomps down on his armored chest. Struggling for a moment, ". . . kill them. cough, cough. Kill Them!"

Unless Mirima, Gashgamer, and Davor are going to hold, he's still up on their initial actions.

SURPRISE ROUND: Party
<Mirima, Gashgamer, Davor, Yoshi, Ashia, Hisao, & Sylphiette>

ROUND 1
Mirima/Mouser(/), & Gashgamer ()
---------------------------------------------------------
Hobgoblin 3 () & Hobgoblin 4 () <no longer delaying>
---------------------------------------------------------
Davor ()
---------------------------------------------------------
Sir Gaspar (-7, prone)
---------------------------------------------------------
Yoshi ()
---------------------------------------------------------
Hobgoblin 5 (), Hobgoblin 1 (), & Hobgoblin 2 ()
---------------------------------------------------------
Ashia (), Hisao (), & Sylphiette ()

The Exchange

Male Half Elf Shoanti Burn Rider Barbarian 1 HP 12/14 AC 15 TCH 13 FF 12 Init +3 Per +7 Fort +4 Ref +3 Will +1 +2 Saves vs Enchantment +1 vs Fire

I am confused, did I get healed at all?

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Gash, from Sylphiette you should have 2hp from channel, plus you can roll 1d8+1 for a CLW (Sylphiette casted 2 of them, and I think Davor used the other one). She healed the wounded, and you and Davor were the most wounded.

"Ooh, too close!" Mirima backs up as she points to the fallen man. The hawk dives in and tears at the traitor.

talon: 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29 damage: 1d4 - 2 ⇒ (2) - 2 = 0
crit?: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20 damage: 1d4 - 2 ⇒ (3) - 2 = 1

Hmm, need a way to make Mouser stronger, I think.

Mirima extracts her trusty ol' liquid ice, and flings a ray over against the uppermost hobgoblin.

Ray: 1d20 + 3 ⇒ (2) + 3 = 5 Damage: 1d3 + 2 ⇒ (1) + 2 = 3

I think my hawk is tiny, so it needs to be in the same square as the prone man. I'll have to be more careful with my familiar in the future. He would not like to eat up those AOO's.

Mouser is clearly the more combative of the two :(

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Surprise Round
Good start Hisao mutters and stabs down at the prone guard turned bandit leader

Blade on prone: 1d20 + 9 ⇒ (16) + 9 = 251d6 + 1 ⇒ (3) + 1 = 4

Sorry forgot sneak damage

Sneak damage: 1d6 ⇒ 3

Total damage of 7

The Exchange

Male Half Elf Shoanti Burn Rider Barbarian 1 HP 12/14 AC 15 TCH 13 FF 12 Init +3 Per +7 Fort +4 Ref +3 Will +1 +2 Saves vs Enchantment +1 vs Fire

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

I move closer to the action.

Scarab Sages

Female Human (Garundi) Sorcerer 2 | HP: 17/17 | AC: 13 | T: 12 | FF: 11 | CMD: 11 | Fort/Ref/Will: +1/+2/+2 | Init: +6 | Perception: +1 | Sense Motive: +1

Ashia will cast cause fear (each round until she's cast it thrice in case knowing that will expedite the process) on hobgoblins.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

SURPRISE ROUND: Party
<Mirima, Gashgamer, Davor, Yoshi, Ashia, Hisao, & Sylphiette>

Mirima fires a beam at the knight, but he manages to bat it away, but it's enough to distract him for Mouser to draw a little blood. Gash begins to swing around, moving in for the kill while Davor and Sylphiette set themselves up, drawing weapons.

Suddenly, springing into action from nowhere, Yoshi knocks his feet out from under him and delivers a powerful kick to the armored stomach, quickly followed up with Hisao thrusting his blade in between the armored plates, right in between the ribs. As the knight falls, he looses his grip on the rope binding Jamila, causing her to fall on her backside in the sand.

Seeing the other Hobgoblins about to spring into action and even up this fight, Ashia chants a few words, calling on the power in her blood to drive her foes away in terror.

Will Save (DC 16): 1d20 + 1 ⇒ (4) + 1 = 5

ROUND 1
Mirima/Mouser(/), & Gashgamer ()
---------------------------------------------------------
Hobgoblin 3 () & Hobgoblin 4 () <no longer delaying>
---------------------------------------------------------
Davor ()
---------------------------------------------------------
Sir Gaspar (-8/-1, prone)
---------------------------------------------------------
Yoshi ()
---------------------------------------------------------
Hobgoblin 5 (Cause Fear), Hobgoblin 1 (), & Hobgoblin 2 ()
---------------------------------------------------------
Ashia (), Hisao (), & Sylphiette ()

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Satisfied with his contribution to the fight, Mouser flies back to join Mirima as he guards his position against any hobgoblins that dare approach.

As for Mirima, she considers chucking the flask as far as she could just to be rid of it, but sighs and instead flings a ray toward one of the hobgoblins.

Mouser flies toward Mirima, and has a readied attack for any hobgoblin that comes within reach.

Mirima flings a ray of frost toward Hobgoblin 1.

Ray of Frost: 1d20 + 3 ⇒ (13) + 3 = 16 Damage: 1d3 + 2 ⇒ (1) + 2 = 3

The Exchange

Male Half Elf Shoanti Burn Rider Barbarian 1 HP 12/14 AC 15 TCH 13 FF 12 Init +3 Per +7 Fort +4 Ref +3 Will +1 +2 Saves vs Enchantment +1 vs Fire

All I can do at this point is move.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

You could charge Hobgoblins 2-5 or the knight. Heck, most of them you could just move to and attack without charging. I've reset the maps settings, so everyone should be able to both see and edit it freely.

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Mirima thinks charging into the fray to get beat up is the silliest way to fight ever devised :P.

Wait. There is a knight? What knight?

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Sir Gaspar is the knight. We should probably try to capture him and find out what has happened here. Maybe I'm just a back-story kind of a guy, but I want to know why he has done this.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Hisao is not the non lethal sort but you're doing so much non lethal damage that I'm sure Gaspar will get Knocked out long before he dies

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Entering a fury after the fiasco with the Harpies, Gashgamer refuses to be so weak again, charges at one of the nearby Hobgoblins, drawing his axe as he does. His axe nearly cuts the thing in half, but it fights on, fumbling to draw it's own sword to retaliate.

Init: 1d20 + 2 ⇒ (1) + 2 = 3

Gash vs Hobgoblin 4: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

Gash vs Hobgoblin 4: 1d20 + 7 ⇒ (1) + 7 = 8

It and another do draw blades, giving Gash an opening, but now that it's been hurt, it's much more weary about taking on any more pain. it engages with Gash, while the other runs around to help out it's master, Sir Gaspar.

vs Gashgamer (AC 11): 1d20 + 4 ⇒ (10) + 4 = 14 <HIT>
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
vs Hisao (AC 17): 1d20 + 6 ⇒ (11) + 6 = 17 <HIT>
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

ROUND 1
Mirima/Mouser(/Ready), & Gashgamer (charge, rage, -5)
---------------------------------------------------------
Hobgoblin 3 () & Hobgoblin 4 (-13)
---------------------------------------------------------
Davor ()
---------------------------------------------------------
Sir Gaspar (-8/-8 nl, prone)
---------------------------------------------------------
Yoshi ()
---------------------------------------------------------
Hobgoblin 5 (Cause Fear), Hobgoblin 1 (-3), & Hobgoblin 2 ()
---------------------------------------------------------
Ashia (), Hisao (-6), & Sylphiette ()

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Also, anyone near Sir Gaspar, is probably going to get an AoO against him, so go ahead and roll please.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

As Gaspar attempts to rise Hisao slashes at him again with his blade.

Blade on prone: 1d20 + 9 ⇒ (14) + 9 = 231d6 + 1 + 1d6 ⇒ (3) + 1 + (5) = 9

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

out of order AOO
Yoshi attacks the knight as he tries to rise.
Attack: 1d20 + 9 ⇒ (3) + 9 = 12 (not yet risen)
damage: 1d6 + 5 ⇒ (2) + 5 = 7 < non lethal.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Davor steps up as well, focusing on the Knight before he can stand and retaliate.

Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 2d6 + 5 ⇒ (5, 1) + 5 = 11

AoO: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 2d6 + 5 ⇒ (4, 3) + 5 = 12

As he stands, your combined forces cause him first to struggle, and then fall to the ground, giving way as his body can no longer hold out against the darkness calling him home. Not dead, but knocked out for some time. At first the Hobgoblins move in to attack, but as soon as they see their master downed so quickly, they hesitate. Then suddenly a odd, howling wind begins to blow in, kicking up dust and causing a but of a panic. In the distance, you hear the sound of one on the marauders get knocked away, but looking too late, you don't see what did it.

Then, on the far side, you hear the results of another, this one as you turn to see, being lifted up by some invisible hand and tossed off in the distance. Princess Jamila stands, erect and dignified, a look of wrath in her eyes, she holds her hands out straight. At first you think she holds both hands out as they are still bound, but then you see. One hand wears a strange ring, now crackling with magic, as the other turns it upon her finger, likely activating it's powers.

The hobgoblins nearest you look weary, but then Ashia's magic kicks in full force, sending one fleeing, screaming if fear, and then the others, startled in their won right, quickly follow suite. Princess Jamila then begins to point, still using both bound arms to do so, throughout the caravan, where over twenty of the Hobgoblin thugs still remain, having their fun looting and pillaging, and you can see the winds begin to come together, unifying in single forms throughout. It only lasts a few seconds, when suddenly these strange beings, seemingly made of tempests of dust and sand, begin to attack the Hobgoblins, en masse. You join the battle quickly, realizing that it's now or never. It's quick, and it is bloody, and there is no room for mercy here. Not with so many innocents in the middle.

When it is done, what few of the thugs remaining alive flee, running for their lives. Princess Jamila sends some of her elemental servants after them, strikes most down, but before they can finish them all, the magic used to summon their aid is finished. One returns to her, silently as the winds allow, and bows, before it dissipates.

Following the battle with Gaspar and his brigands, Princess Jamila approaches the you thanking you for not abandoning her or her charges, then letting you in on the greater plot that had occurred. She admits
to being a janni and explains that she has known Targos Min-Katheer for over 40 years, serving as both ally and sometimes lover to the heroic Pathfinder. She states that the two of them had stumbled upon a plot by parties unknown to cripple Qadira’s economy by disrupting trade along the Silken Way. They had narrowed it down to just a few local merchants, but Targos began feeling the effects of his advanced age after suffering from heart pains and decided he would be ineffective in completing the mission.

By agreement, rather than allowing Targos to slowly dwindle away from his ailments, Jamila gave him a dose of venom from a desert scorpion, and the famed venture-captain peacefully passed on to the afterlife. She and Targos felt the chances were great that the plotter would use the event of the trade route protector’s death to launch his plot. As such, she carefully ensured that all of the suspected merchants would be on the same caravan on which Targos’s body would travel with his Pathfinder escort.

Though she thought Hokama might be the plotter, it turns out it was Gaspar who murdered his partner so he could secretly pay off a pair of harpies to waylay travelers along the Silken Way in conjunction with strikes by his hired band of desert brigands.

Having recovered the knight alive, you later find out that Gaspar had hoped to attract the greater harpy colonies of southern Qadira to the easy pickings of the trade route and thus seal off the route for years to come. It seems that despite having worked with Princess Jamila for some years now, he secretly had a deep atred of all of Qadira, rooted long ago in his days of past wars, and had only recently found his chance for a long overdue vengeance.

Once Jamila realized that the you had survived, and that hope had not been lost, she broke her cover and moved to end the threat to the all-important Silken Way, using her last resource, a magical artifact that allowed her to call on the aid of ancient genie-kind and save her people.

The rest of the trip to Katheer is uneventful. Upon arriving in Katheer, Targos Min-Katheer is given a hero’s funeral attended by many Pathfinders (including some of the Ten), as well as notables from the satrap’s court and a few geniekin from the deep desert. Jamila claims Gaspar’s wares as compensation for the danger he placed her caravan under, but, both as a sign of honor for what you have done, and a sort of last gift on her late lover's behalf, gracefully give her ring of djinni summoning over to you, to the Pathfinder Society. Such a rare find brings you much respect and glory amongst the Pathfinder Society as you hand it over to the Venture Captain when you report in. Looking at it for a long moment, the VC seems lost in thought as he simply listens, proud of your job well done, on both accounts.

With your duties completed, the events reported and recorded, you are released, to take your leisure and your pleasure as you would. You have a few days until you are to return to the Grand Lodge, and Katheer offers so much, . . . so much exoticism. But, as it always is with the Pathfinder Society, it's just when you first sit down to rest and relax, that some apprentice suddenly bursts in, "The VC needs you in his office in 10 minutes!" The call to adventure never stops.

THE END

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Yoshi Masaso wrote:

He heads through the room to engage the priest.

With agility just shy of Hisao he leaps from pew to pew, arrving in front of the priest.
"I dare by Irori" He says, trying to kick the priests feet out from under him.
DM Beckett wrote:
Yoshi I need a Fort Save please.
Yoshi Masaso wrote:

1d20+3 = NAT 1

Ut oh. From the sublime to the leperous...

Evoking my super awesome DM powers. . .

DM Star Reroll: 1d20 + 7 ⇒ (17) + 7 = 24

Yoshi is cured!!!

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

DM Beckett is...AWESOME! Thanks for the adventure, and for taking care of Yoshi :).

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Many thanks!

Yoshi feels much better! Well, that is, while he felt sick, he oviously wasn't really :-)

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