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Oddly quiet. Narvik states the apparently obvious. Narvik will try to determine how fresh the blood is. Heal?: 1d20 + 10 ⇒ (11) + 10 = 21

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Maaarv steps in and takes a look at the blood. Trying to learn anything he can from it: how fresh it is, etc.
Heal Check: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14
After looking at the blood, Maaarv starts heading up the stairs to the balcony, pausing partway up to try and check out the scene.

GM Bold Strider |

The blood looks freshly poured, but is actually quite old. As soon as Narvik and Maaarv move forward to investigate, the blood erupts in flames and three dervishes appear in the midst of the Pathfinders.
Stealth: 1d20 + 10 + 20 ⇒ (16) + 10 + 20 = 46
Perception:
Obyrn: 1d20 + 14 ⇒ (8) + 14 = 22
Baldwyn: 1d20 + 6 ⇒ (18) + 6 = 24
Maaarv: 1d20 + 10 ⇒ (18) + 10 = 28
Narvik: 1d20 + 3 ⇒ (11) + 3 = 14
Initiative:
Obyrn: 1d20 + 4 ⇒ (19) + 4 = 23
Baldwyn: 1d20 + 7 ⇒ (2) + 7 = 9
Maaarv: 1d20 + 3 ⇒ (1) + 3 = 4
Narvik: 1d20 + 1 ⇒ (16) + 1 = 17
Dervishes: 1d20 + 6 ⇒ (19) + 6 = 25
One of the dervishes focus on Baldwyn, while the other two attempt to deal with the intruders.
Scimitar @ Baldwyn-21 AC: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Scimitar @ Baldwyn-21 AC: 1d20 + 5 ⇒ (7) + 5 = 12
Punching Dagger @ Narvik-22 AC: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Punching Dagger @ Narvik-22 AC: 1d20 + 5 ⇒ (16) + 5 = 21
Scimitar @ Maaarv-18 AC: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Scimitar @ Maaarv-18 AC: 1d20 + 5 ⇒ (15) + 5 = 20
Scimitar Confirmation @ Baldwyn-21 AC: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Punching Dagger Confirmation @ Narvik-22 AC: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Total Damage
Baldwyn: 2d6 + 2 + 2d6 ⇒ (1, 2) + 2 + (5, 2) = 12
Narvik: 1d4 + 1 + 2d6 ⇒ (1) + 1 + (2, 1) = 5
Maaarv: 2d6 + 2 + 4d6 ⇒ (1, 5) + 2 + (2, 6, 4, 5) = 25
Initiative:
1st: Dervishes
2nd: Maaarv @ 20/45 HP; Narvik @ 36/41 HP; Baldwyn @ 62/74 HP; Obyrn @ 36/36 HP

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After False Life, I have 2 temp HPs and full otherwise.
Narvik will attack the enemy in front of him!
Attack: 1d20 + 6 ⇒ (8) + 6 = 14 for Damage: 1d8 + 3 ⇒ (8) + 3 = 11

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Baldwyn lashes out with his reach to swipe the feet from beneath the man by Maaarv.
Trip: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28
Great Trip AoO: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24 vs prone AC
1d10 + 9 + 3 ⇒ (7) + 9 + 3 = 19
Iterative: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 vs prone AC
1d10 + 9 + 3 ⇒ (7) + 9 + 3 = 19
That's my turn.

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"Ack... wasn't ready for that!" Maaarv utters as he winces from the cuts. He spreads his wings and again takes flight, up to the high ceiling, careful to keep his eyes on the enemies.
Withdraw.
Edit: I'm not sure I'm able to withdraw. The text for the wings discovery states that they act like the fly spell.

GM Bold Strider |

You can withdraw with any form of movement you have. You would move at half speed for flying at greater than a 45 degree angle. You would need a DC 20 Fly check. Also, if you fly directly upwards, then you would provoke still from the rogue. As you wouldn't provoke from your current 5' cube, but you would from the 5' cube above you.

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Proooobably shouldn't do anything too risky, being a level down, but here goes... I'm a heroic adventurer, dammit!
Obyrn reacts quickly, sliding underneath the rogue to his right and popping up in the corner. Acrobatics: 1d20 + 16 ⇒ (18) + 16 = 34 He stabs mightily with his longspear. Stab: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d8 + 1 ⇒ (8) + 1 = 9 "Let's team up on this one, Baldwyn!"
AC=25 due to the shield extract.

GM Bold Strider |

Narvik swings, but misses.
Obyrn and Baldwyn take down one of the Dervishes with a flurry of blows.
Maaarv flies directly upward, drawing an attack from his opponent.
AoO @ Maaarv-23 AC: 1d20 + 5 ⇒ (10) + 5 = 15
The Dervish that was focusing on Maaarv moves onto the Barbarian while the other one stabs at Narvik with his Punching Dagger again.
Punching Dagger @ Narvik-23 AC: 1d20 + 5 ⇒ (3) + 5 = 8
Scimitar @ Baldwyn-23 AC: 1d20 + 5 ⇒ (9) + 5 = 14
All of their attacks miss and the realization that they are about die dawns on them.
Initiative:
1st: Dervishes
2nd: Maaarv @ 20/45 HP; Narvik @ 43/41 HP; Baldwyn @ 62/74 HP; Obyrn @ 36/36 HP

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I don't think he was attacking me as no one is adjacent to me. Also, it was the gent to the southwest that I was attacking in the last round, so he should be prone and hurtin'. I understand the confusion. Attacking from reach the guy who's NOT adjacent to me.
Baldwyn moves past Narvik to trip the other man (southeast).
Trip: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
AoO if successful: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17 vs prone AC
1d10 + 9 + 3 ⇒ (2) + 9 + 3 = 14
Nope, haha.

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Maaarv, flying above the fray, tosses a bomb down on one of the dervishes.
Ranged Touch, PBS, Precise Shot: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Damage: 3d6 + 4 + 1 ⇒ (5, 5, 2) + 4 + 1 = 17
Eww... not a great roll.

GM Bold Strider |

Oh well. The remaining one is uninjured as the tripped one was killed by your and Obyrn's attacks, so this works too! ;)
Baldwyn trips the bandit on Narvik's side of the fire pit, but is unable to convert the trip into a solid hit.
Maaarv tosses a bomb down and incinerates the prone bandit, adding to the piles of flaming blood by about 10 pints.
Initiative:
1st: Dervish
2nd: Maaarv @ 20/45 HP; Narvik @ 43/41 HP; Baldwyn @ 62/74 HP; Obyrn @ 36/36 HP

GM Bold Strider |

Obyrn holds off on doing anything as he looks over the temple. Delay
The combination of blood, natural fire and alchemical fire begins to give off a large amount of smoke from the fire pit. The last remaining Dervish takes this opportunity to move behind the smoke and flee.
1d20 ⇒ 14
Status:
Maaarv @ 20/45 HP; Narvik @ 43/41 HP; Baldwyn @ 62/74 HP; Obyrn @ 36/36 HP

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Prone, so AoO? Or is he just crawling the 5 feet? Can't see map at the mo.
-Posted with Wayfinder

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He isn't prone. You tripped the two that have died.

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Ah right. Misread. Apologies.
-Posted with Wayfinder

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Sorry for not posting! Obyrn has reach; would that have mattered for an AoO on the bandit?
Obyrn calls up to Maaarv, "Can you see him beyond the smoke?"

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Maaarv flies around, looking for the third thug.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
-Posted with Wayfinder

GM Bold Strider |

Status:
Maaarv @ 28/45 HP; Narvik @ 43/41 HP; Baldwyn @ 62/74 HP; Obyrn @ 36/36 HP
Narvik heals up the party. Taking an average of 5 hp per wand charge. Baldwyn uses 3 charges. Maaarv uses 4 charges.
Baldwyn and Maaarv attempt to hunt down the remaining dervish, but he appears to have vanished, which isn't surprising considering the ambush.
Two stairways lead up to a curtain-shrouded balcony, where a massive brazier burns below a smashed skylight. The ruddy light illuminates an ominous bronze idol with the head of a bull.
Fragments of jewelry and human bone lie buried in the brazier’s ashes, including an iron holy symbol of Iomedae with the initials “C.P.” engraved on the back. Although such diabolical worship is technically permitted in Qadira, human sacrifices are illegal.
The northern chamber contains a slave pen with bloodied manacles inside while the southern room is an office with a desk and two chairs.
Heaped notes and letters lie atop the office desk. One parchment mentions that an Andoren meddler had been dealt with while another names Ibn-Chadli and states that the sorcerer hired the dervishes as guards.
Although Raamiz Ibn-Chadli has paid us well, I fear that his gold may cost us in the end. Those Chelish slavers he deals with are little better than pirates. Rather than load the Incubus in the harbor, as any legitimate vessel would, he had us bring the slaves to an isolated stretch of coastline miles from town. I’m not a fearful man, but the Incubus is bound to be caught eventually—you can be sure they’ll turn on us when the Satrap’s questioners talk to them.
Worse yet, Ibn-Chadli’s vizier is not what he appears. He’s forced us to build a monstrous shrine in our hall, making each of us participate in his rituals. I was forced to swear I wouldn’t reveal what he is, but that unholy thing is binding us all into some sor…
A bloodstained box in the office holds the stolen portrait of Prince Khasine and bags of Chelish gold. All of it appears to be valued at 1,900 gp.
Where do you go from here?

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After the party has been healed, Narvik will search the desk for anything else using Detect Magic. Once that is done, he will turn to the others for guidance. Should we report our findings to this point or is there someone else we should go? Can we find this ship mentioned in the parchment?
Religion: 1d20 + 2 ⇒ (6) + 2 = 8

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Sorry for my lack of posts. While on vacation, I wore myself out everyday. The kids had a great time, though.
Maaarv lowers himself to the floor. He reads over the note. "This is indeed a strange turn of events. Narvik, I say we do our best to pursue this Incubus and vizier. I say we ask around where this isolated stretch of coastline may be."
He thanks Narvik for the healing as well.

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Narvik nods to Maaarv. Quite welcome. If you feel this search will not be in vain then yes, let us try to track it down ourselves.

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Maaarv tries to find some local merchants. "Hey there - listen. I'm - I mean, we are looking for a place to dock a ship that might be... well, free of local supervision. Are you, uh, aware of any such place?"
Gather Information: 1d20 ⇒ 7

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Maaarv returns back to the group, shoulders slumped. "I'm just not very good dealing with people. Perhaps we could find some other folks to ask?"

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Gather Info: 1d20 + 5 ⇒ (15) + 5 = 20

GM Bold Strider |

Obyrn investigates around the city with the help of Narvik, while Baldwyn and Maaarv venture off as well. As each of the teams is investigating the Incubus around town, each pair is approached by a company of three dozen heavily-armored horsemen and a handful of robed and veiled sorcerers approach, their splendid equipment gleaming mirror-bright.
From their midst, a massively built man rides forward, his face obscured by a golden helm. “Pathfinders Maarv and Baldwyn!” he shouts. “You are hereby arrested and ordered to appear before the Court of His Exalted Eminence, Xerbystes II, Defender of the Zho and Satrap of Glorious Katheer, praise be upon him. Lay down your arms and come with us to hear your accusers, lest you arouse the terrible displeasure of His Eminence!”
Obyrn and Narvik suffer the same fate as the others.
How do you react? What do you do?

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Holy crap, didn't see this coming.
Maaarv takes a moment to process what is happening. "Wait, what? Arrested!?"
Gonna try something stupid...
Maaarv slowly brings his hands up, but as he brings one of his hands up, he tries to palm his extract of expeditious retreat from his bandolier without the shiny-armored horsemen noticing.
Sleight of Hand: 1d20 + 9 ⇒ (1) + 9 = 10 (+2 if the mutagen is still active)
Character Folio Re-roll?: 1d20 + 9 ⇒ (12) + 9 = 21
If he goes unnoticed, Maaarv will drink the extract and start trying to escape from the horsemen.

GM Bold Strider |

Perception: 1d20 + 6 ⇒ (3) + 6 = 9 Mutagen has worn off by now. The company of soldiers has been trying to locate you as you go around town for the last hour or so investigating the Incubus.
Initiative:
Baldwyn: 1d20 + 7 ⇒ (6) + 7 = 13
Maaarv: 1d20 + 3 ⇒ (5) + 3 = 8
Cavaliers: 1d20 + 2 ⇒ (20) + 2 = 22
Sorcerers: 1d20 + 6 ⇒ (17) + 6 = 23
Maaarv stealths the extract from his bandolier, then quickly drinks it in front of the men and flees 60' from the guards, down a side alley that will hinder the large warhorses.
The leader of the company bellows. Brigades Aroden and Brigh with me. Katheel! Sadaqa! Guard this man with Brigade Cayden.
The horses give chase with three of the sorcerers. They are stymied by the narrow alleyway. Brigade Brigh! Satrall! Brigan! Dismount and follow him! The rest of you are coming with me to meet him in the market! Twelve of the soldiers dismount and begin to pursue the fleeing alchemist down a narrow alleyway, accompanied by two of the sorcerers. The remaining soldiers and sorcerers take off down the road while on horseback and turn the corner, dust filling the street.
Twelve of the guards instruct their horses trot around Baldwyn, surrounding him. They lower their lances so that the tips are mere feet away from him. One of the men speaks. Do not resist, otherwise we will subdue you.
Initiative:
1st: Cavaliers (#1-24; #25-36); Sorcerers (#1-5)
2nd: Baldwyn; Maaarv

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Obyrn grunts momentarily before putting on his silver tongue. "Of course, fine gentlemen. I am sure this is some misunderstanding, as we were attacked while attending a wedding and have been attempting to find the source all this while -- without troubling His Eminence with the small matter of our lives. Some friendly words can clear this, no? I will follow you to hear our accusers." Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25
The rogue hands over his massive longspear, as well as his regular spear and javelins, but does not hand over his dagger (buried in a hidden fold of his garments) unless specifically asked about it.

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Maaarv decides that the numbers against him are just too much. He drops down onto his knees and holds his hands above his head - fingers spread. "Alright, I give up!"

GM Bold Strider |

Maaarv feels his body locked down by the magicks and can't turn his head, but he can hear the soldiers moving up behind him. Alright, I gi.... He feels three quick slams of metal against his head and he blacks out.

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Narvik seems just as surprised as his companion. Deciding that Obryn has the correct solution to their problem, the half-orc decides to follow his friend's lead and surrenders as well.

GM Bold Strider |

Been like 9 days since Sior(Baldwyn) posted. Going to perma-delay him.
Baldwyn, Obyrn and Narvik give themselves up to the authorities as Maaarv makes a futile attempt to flee.
Obyrn and Narvik find themselves led to a room and see Baldwyn waiting with what appears to be a doctor standing over Maaarv's body.
This appears to be most opulent prison that any of these Pathfinders have ever seen. Their chambers are elegantly appointed, yet their solid iron doors lock from the outside. The doctor turns to the Pathfinders. Please do not cast any spells while in here. You will not like the outcome... which is usually death.
The man walks up to each of them and confiscates their weapons and obvious magic items, but they are otherwise treated with grave courtesy. They aren’t even searched. No weapons. No headbands/belts/capes/etc.
As he is leaving, he turns and flicks his wrist in the direction of the unconscious alchemist. Maaarv awakes with a startle. You are at 25/45 HP. Your trial will start in the morning. Please make yourselves comfortable until then.

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"Huh, I mean... what in Hades is going on here?" Maaarv rubs his forehead as he looks around.
"What could we be charged with?"
He stands up gingerly as he slowly gains his balance and bearings. "Well... we had the deal with the animals and those guys getting away. Then we found their hideout and one of our enemies got away again... Could we be arrested and punished for not keeping stuff from being stolen? Can that happen?"

GM Bold Strider |

The following morning, the Pathfinders are brought before the Satrap’s court. The Satrap’s court stands within a grand hall, one of the most opulent structures in the Inner Sea. Dozens of courtiers and soldiers line the magnificent hall, the Peerless advisors of the Satrap. In a small alcove off to one side, an executioner sharpens a massive axe, his face covered by a frowning golden mask.
A herald’s voice booms forth, “Pathfinders! You stand accused of murder, theft, and the looting of graves! Come forward and answer for these crimes!” A woman sits on a folding chair beside the herald, her features veiled.
The seated woman is introdcued as Samera the Insightful, another of the Satrap’s Peerless advisors. The Satrap rarely attends these hearings, so Samera will hear the accusations against the Pathfinders in his absence.
She speaks: “You stand accused of plotting the theft of ancient relics, and of the planned murder of Master Bashir al-Mudaris so that your masters among the Pathfinder Society might claim the resources of the House of Silver. What do you say to these accusations?”

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Obyrn is tired and gruff. "I say, get yourself a diviner to find the truth of the matter. The damned groom at that wedding was one of our own, and the Society stood to benefit greatly from its success. We would not even think of sullying the event with paltry murder and theft from men we do not even know. These colors simply do not run."