
![]() |

Gaeldrung is a green skinned beast of a man standing easily 6 and a half feet with another 6 inches of crowned helm adding to his intimidating appearance. A holy symbol of Gorum hands proudly from his neck. He loudly scoffs at the painting and at the noble's claimed relation to deity, but lends a strong hand in helping work on the ship.
When he removes his armor for the work you notice that he's about as close to Orc as you can get without calling the city guard in and he garners more than a few sideways glances from the surrounding men, but he bears the eyes without reaction.
Once they have their info he dons his armor again and clanks along toward the bridge.

GM Picatrix |

The Pathfinders make their way to where Saint Lymirin Street meets the main canal into Ridonport. A weathered stone bridge arches over the murky shipping lane fifteen feet below. As afternoon turns into night, the usual daily traffic of cargo boats wanes, eventually ceasing altogether. A few quiet hours pass uneventfully. At last, in the dim light of the waxing moon, a long canal barge comes floating quietly toward the bridge, shuttering its hooded lanterns on the bow and stern. The crew ties the vessel off in the still water and begins moving cargo.
As I assume you’ve been waiting quietly, it does not seem that the people on the barge have noticed you. Feel free to adjust your tokens on the map if you’d like but don’t move any closer for now, and then let me know how you’d like to proceed. Note that lighting conditions are dim.

![]() |

Gaeldrung thinks for a moment and brings a flask of acid to hand. Some of you cross the bridge. I will challenge them here and draw their attention. When I do, and if they attack, hit them from the other side.

GM Picatrix |

@Gaeldrung let's scoot your token back and have you make a stealth roll (unless you don't intend to approach stealthily, in which case initiave will start before you can get that close. It's super quiet out at this hour and no one else really walking around.)

![]() |

Ok. Scoot me back then. Stealth is not something I do. :)
When I do approach it'll be as quiet as I can to try to maintain surprise, but I'm not going to count on it.
stealth for later: 1d20 + 1 - 3 ⇒ (19) + 1 - 3 = 17
Well, look at that!

![]() |

Stealth 1d20 + 4 ⇒ (17) + 4 = 21
If the group agrees to quietly move to investigate, Richelle takes the lead. If they decide to rush in and storm the smugglers, she is fine with that as well.

![]() |

Carax, shining armor and all, isn’t terribly stealthy, but he does leave his big roan charger stabled st the museum and advances in the rear of the party, bearing the standard of the Pathfinder Society in one hand.
Stealth (hanging back 10’): 1d20 + 1 - 4 ⇒ (17) + 1 - 4 = 14

![]() |

Encara nods and lets Richelle take point, hanging back a bit with Carax as his burnt skin crackles surprisingly loudly.
stealth: 1d20 - 2 ⇒ (1) - 2 = -1

GM Picatrix |

One of the smugglers looks up at the sound of Encara's skin crackling, and says, "Who's up there?!"
Encara: 1d20 + 10 ⇒ (18) + 10 = 28
Richelle: 1d20 + 4 ⇒ (17) + 4 = 21
Kegdrainer: 1d20 + 2 ⇒ (5) + 2 = 7
Geirahöð: 1d20 + 1 ⇒ (1) + 1 = 2
Gaeldrung: 1d20 + 3 ⇒ (17) + 3 = 20
Carax: 1d20 + 1 ⇒ (13) + 1 = 14
GK: 1d20 + 4 ⇒ (11) + 4 = 15
CD: 1d20 + 1 ⇒ (17) + 1 = 18
PATHFINDERS GO! THE BOLD MAY ACT!
Encara
Richelle
Gaeldrung
-----------------
C&D
-----------------
GK
-----------------
Carax
Kegdrainer
Geirahöð
-----------------
Surprise round
Notes: dim light, one action only

![]() |

Stealth: 1d20 - 4 ⇒ (14) - 4 = 10

![]() |

”They hear us! The jig is up....let’s storm them. Keep them around for questioning,” Richelle calls out as she double moves towards the closest enemy.
Will someone move me 40’ forward?

![]() |

Gaeldrung, his armor glinting in the pale moon light, strides forward with his flask of acid in one hand and ax in the other and heads for under the bridge to cut off the tunnel as a possible escape.
Smigglers! Miscreants! WILL YOU FIGHT! He roars.

GM Picatrix |

@Richelle only a single move because surprise round, but don’t you have 30’? (I moved your token 30’)
@Geirahöð you need cover for stealth so I moved you by a bush
The ranger attempts to hide while two of the other Pathfinders move forward to engage. In the dim light some of you notice one of the smugglers draw a bow and say to the others, ”We have company, boys.” The other two glance at her and then each other, caught by surprise.
PATHFINDERS FIGHT! THE BOLD MAY ACT!
Encara
Richelle
Gaeldrung
-----------------
C&D
-----------------
GK
-----------------
Carax
Kegdrainer
Geirahöð
-----------------
Surprise round
Notes: dim light, one action only (surprise)

![]() |

Encara steps forward and fires a burst of radiance at our shipboard enemies.
damage=damage if evil: 4d4 ⇒ (4, 2, 2, 3) = 11
Also blinded for rounds: 1d4 ⇒ 1
Reflex 17 reduces dazed to dazzled and halves damage.

GM Picatrix |

GK REF DC17: 1d20 + 9 ⇒ (9) + 9 = 18
C REF DC17: 1d20 + 1 ⇒ (12) + 1 = 13
D REF DC17: 1d20 + 1 ⇒ (9) + 1 = 10
The two smugglers caught by surprise now appear to be blind as well, though the other seems to have shaken off the spell effect somewhat.
Didn't mean to un-bold you up there Encara. Your spell feels fully effective damage-wise (I just re-checked and BoR doesn't halve the damage on a save, interestingly)

![]() |

Ya, Burst of Radiance is really strong for a variety of reasons.

GM Picatrix |

The oracle calls forth a radiant burst of light that blinds two of the smugglers and wounds all three. Carax proudly flies the glyph of the open road, inspiring his fellow Pathfinders. The Shaman called Kegdrainer advances with two of his allies.
PATHFINDERS GO! THE BOLD MAY ACT!
Encara
Richelle
Gaeldrung
-----------------
C&D (blind)
-----------------
GK
-----------------
Carax
Kegdrainer
Geirahöð
-----------------
round 1
Notes: dim light, banner (+2 vs. fear; +1 attack while charging)

![]() |

Encara moves forward, drawing an alabaster wand before intoning a prayer and drawing forth a blessing from the wand.
Draw wand while moving, use it to cast bless. 44 charges remain.

GM Picatrix |

@Richelle, I updated the map with terrain clarification. LMK which way you’d like to approach: jump down on the sandbar or go on to the bridge and jump down onto the barge there. Either way, make an acrobatics roll if you do jump.

GM Picatrix |

@Gaeldrung, I'm not seeing how with a 20' speed and one single move + one double move (so 60' total) you could get all the way to the barge. Also, sorry I didn't have the terrain clarified when you made your move. It's 15' down so you'll need to make an acrobatics check to jump down.

GM Picatrix |

@Gaeldrung, I moved your token back to where it looks like you should have 20’ of movement left (depending if you wanna approach from the bank or the bridge) so go ahead and move 20’ more as you please.
Encara moves forward and makes everyone #blessed, while Richelle does some parkour onto the barge. Gaeldrung also heads toward the smugglers’ boat (20’ remaining to move).
Meanwhile, the two pirates advance on Richelle. One pulls the Pathfinder's own hat down over her eyes while the other yanks down her pants!
C dirty trick: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21 blinded
D dirty trick: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20 entangled
”Hypatria, get that one!” yells the woman holding the longbow. Suddenly, some kind of beast lumbers up from the canal onto the boat, causing it to sway wildly! The entire boat is difficult terrain now. The animal then tries to bite Richelle as her master begins casting a spell.
Hypatria attack: 1d20 + 7 ⇒ (18) + 7 = 25
Hypatria damage: 1d8 + 4 ⇒ (5) + 4 = 9
PATHFINDERS GO! THE BOLD MAY ACT!
Encara
Richelle (11/20 HP, blind, entangled)
Gaeldrung
-----------------
C&D
-----------------
GK
-----------------
Carax
Kegdrainer
Geirahöð
-----------------
round 1
Notes: boat=difficult terrain, dim light, banner (+2 vs. fear; +1 attack while charging), bless (+1 attack)

GM Picatrix |

Sorry, I forgot the pirates' miss chances (high is good). The hippo can see fine.
dim light: 1d100 ⇒ 31
dim light: 1d100 ⇒ 61

![]() |

Making his way forward, Altavan Kegdrainer gazed at one of the foes.
Please move me 3 squares to the East, 1 to the NE and two more to the East. Not sure if I am in range for the Slumber hex, but target the woman with the longbow if I can. If not, the nearest foe. DC 16 Will save

GM Picatrix |

@Kegdrainer the southern pirate (black) is the only foe within 30’
D WILL DC16: 1d20 + 1 ⇒ (8) + 1 = 9

![]() |

Geirahöð quickly moves forward, ready to attack as soon as she can.
Double move

GM Picatrix |

Altavan approaches and puts one smuggler to sleep with a mere gaze. Geirahöð moves onto the bridge, ready to join her fellow Pathfinders.
PATHFINDERS GO! THE BOLD MAY ACT!
Encara
Richelle (11/20 HP, blind, entagled)
Gaeldrung
-----------------
C
D (asleep)
-----------------
GK
-----------------
Carax
Kegdrainer
Geirahöð
-----------------
round 1->2
Notes: boat=difficult terrain, dim light, banner (+2 vs. fear; +1 attack while charging), bless (+1 attack)

![]() |

Gaeldrung moves toward the boat, carefully lowers himself onto the dirt under the bridge, then leaps onto deck!
If I can take 10 acrobatics for a 7 I will, otherwise, 1d20 - 3 ⇒ (5) - 3 = 2 - I fall on my face and use a second action to get up. If I'm ok then I move onto the boat.

GM Picatrix |

@Gael: can't take 10 in combat so we'll use your roll. You fall and take damage: 1d6 ⇒ 3 then use your other action to stand up in that space.

GM Picatrix |

Richelle finds herself the victim of some dirty tricks and does her best to defend herself. Gaeldrung stomps over to the edge of the canal and tries to jump down, but his armor throws him off balance and he lands with a thud, but quickly regains his feet. Carax advances as fast as his heavy armor will allow. Encara moves alongside Carax, imbuing him with divine guidance.
Meanwhile, one smuggler looks over at his sleeping buddy and is like, ”WTF, Dalan?!” then kicks him, waking him up. Noticing that more armed people are advancing, he then draws his rapier. The now-awake smuggler looks around for a second, then jumps up and tries to pull Richelle’s hat down farther.
D dirty trick: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25 blinded
miss chance high=hits: 1d100 ⇒ 74
The big animal that’s causing the barge to rock takes another bite at Richelle.
Hypatria attack: 1d20 + 7 ⇒ (3) + 7 = 10
Hypatria damage: 1d8 + 4 ⇒ (1) + 4 = 5
As the woman at the other side of the barge finishes casting her spell a hulking, roughly humanoid creature of dirt and stone explodes up from the earth right by three Pathfinders, faceless save for two glowing gemstone eyes. It takes a swipe at Carax.
slam: 1d20 + 6 + 1 - 1 ⇒ (7) + 6 + 1 - 1 = 13
damage: 1d6 + 4 + 1 + 3 ⇒ (5) + 4 + 1 + 3 = 13
The woman then rapidly takes two shots with her bow at Gaeldrung
attack: 1d20 + 9 + 1 - 1 - 2 + 1 ⇒ (5) + 9 + 1 - 1 - 2 + 1 = 13
damage: 1d8 + 1 + 1 + 2 + 1 ⇒ (3) + 1 + 1 + 2 + 1 = 8shock: 1d6 ⇒ 5
attack: 1d20 + 9 + 1 - 1 - 2 + 1 ⇒ (20) + 9 + 1 - 1 - 2 + 1 = 28
damage: 1d8 + 1 + 1 + 2 + 1 ⇒ (3) + 1 + 1 + 2 + 1 = 8shock: 1d6 ⇒ 4
crit?: 1d20 + 9 + 1 - 1 - 2 + 1 ⇒ (4) + 9 + 1 - 1 - 2 + 1 = 12
crit extra damage: 2d8 + 2 + 2 + 4 + 2 ⇒ (7, 1) + 2 + 2 + 4 + 2 = 18shock: 1d6 ⇒ 3
PATHFINDERS GO! THE BOLD MAY ACT!
Encara
Richelle (11/20 HP, blind)
Gaeldrung (3/18 HP)
-----------------
C
D
-----------------
GK
-----------------
Carax (guidance)
Kegdrainer
Geirahöð
-----------------
round 2->3
Notes: boat=difficult terrain, dim light, banner (+2 vs. fear; +1 attack while charging), bless (+1 attack)

![]() |

Encara takes cover on the bridge before casting cause fear on the scallywag south of the captain.
Will DC 16 partial

![]() |

Geirahöð jumps down into the boat and attacks the red scarfed pirate.
Acro: 1d20 + 2 ⇒ (20) + 2 = 22
Attack: 1d20 + 8 ⇒ (20) + 8 = 281d8 + 6 ⇒ (5) + 6 = 11
Confirm: 1d20 + 8 ⇒ (11) + 8 = 192d8 + 12 ⇒ (8, 4) + 12 = 24

GM Picatrix |

D WILL DC16: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10 The black-haired smuggler suddenly seems quite frightened. Geirahöð eviscerates the adjacent smuggler and he drops lifelessly.

![]() |

Carax steps around the elemental, considers how best to position his shield, and attacks!
5' Step into flank.
Move Action: Martial Flexibiility to acquire Improved Shield Bash.
Standard Action: Attack.
Longsword and Flank: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 261d8 + 3 ⇒ (7) + 3 = 10
Critical Hit Confirmation: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 201d8 + 3 ⇒ (2) + 3 = 5
Note: If the target is an elemental, it is immune to both flanking and critical hits.

GM Picatrix |

forgot last round of miss chances (21+ hits)
Geirahöð: 1d100 ⇒ 53 Carax: 1d100 ⇒ 61 Gaeldrung: 1d100 ⇒ 61
Encara’s magic causes one of the smugglers to become frightened. Geirahöð deftly hops down onto a crate on the barge and slices open his pal. Richelle is again hampered by the smugglers and does her best to defend herself. Carax retaliates against the creature that popped out of the earth.
(botting Kegdrainer) Kegdrainer steps back 5 feet from the rocky creature and gives it the evil eye (targeting AC). WILL DC16: 1d20 + 3 ⇒ (12) + 3 = 15
The frightened pirate tries to acrobatically escape to the other side of the boat.
acrobatics: 1d20 + 1 ⇒ (18) + 1 = 19 AOO from Gaeldrung and Geirahöð if 19 doesn’t beat your CMD
”Hypatria, get the one up there!” the pirate in the rear shots, pointing at Geirahöð. The beast lumbers over and tries to take a bite at her.
attack AC19: 1d20 + 6 ⇒ (9) + 6 = 15 damage: 1d8 + 3 ⇒ (3) + 3 = 6
She then aims her bow at Geirahöð and rapidly fires 2 shots.
attack AC19: 1d20 + 9 + 1 - 1 - 2 + 1 ⇒ (9) + 9 + 1 - 1 - 2 + 1 = 17 damage: 1d8 + 1 + 1 + 2 + 1 ⇒ (4) + 1 + 1 + 2 + 1 = 9shock: 1d6 ⇒ 2
attack AC19: 1d20 + 9 + 1 - 1 - 2 + 1 ⇒ (13) + 9 + 1 - 1 - 2 + 1 = 21 damage: 1d8 + 1 + 1 + 2 + 1 ⇒ (3) + 1 + 1 + 2 + 1 = 8shock: 1d6 ⇒ 2
Lastly, the earth-creature steps forward and tries to slam the person who gave him the evil eye (Kegdrainer).
slam AC17: 1d20 + 6 + 1 - 1 ⇒ (7) + 6 + 1 - 1 = 13 damage: 1d6 + 4 + 1 + 3 ⇒ (6) + 4 + 1 + 3 = 14
PATHFINDERS GO! THE BOLD MAY ACT!
Encara
Richelle (11/20 HP)
Gaeldrung (3/18 HP)
-----------------
D
-----------------
GK
-----------------
Carax
Kegdrainer
Geirahöð (20/30 HP)
-----------------
round 3->4
Notes: boat=difficult terrain, dim light, banner (+2 vs. fear; +1 attack while charging), bless (+1 attack)